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"Now you see that evil will always triumph, because good is dumb." — Dark Helmet, Spaceballs

Writing Steve Crow, Alexander Flagg, B.D. Flory, Clayton A. Oliver, Steven Peterson

Brand Manager Patrick Kapera

System Development and Editing Scott Gearin

Additional Writing

Creative Director

Garland T. Dunlap, Scott Gearin, Robert Harris, Derek Miller

Mark Jelfo

Art Director

Graphic Designer

jim pinto

Nate Barnes

Cover Art

Chief Executive Officer

Veronica V. Jones

John Zinser

Interior Art

Chief of Operations

Storn Cook, Klaus Scherwinski, Borja Peña

Maureen Yates

Editors

Production Manager

Patrick Kapera

Mary Valles

Correction Andrew Wilson helped edit the Agency book. Our apologies for not crediting him.

Spycraft Created by Patrick Kapera and Kevin Wilson The Spycraft/Shadowforce Archer Story Team is…

The Spycraft/Shadowforce Archer Design Team is…

Steve Crow, Robert J. Defendi, B.D. Flory, Meredith Patterson, Les Simpson

Sean Michael Fish, Alexander Flagg, James Maliszewski, Scott Gearin, Clayton A. Oliver, Rodney Thompson

Playtesters Tony Allen, Alexander Andersson, Carl Ballard, Jon Bancroft, Allan Barber, John Barber, Kevin Barbour, Steve Barr, Clark Barrett, Michael Blake, Rob Buckley, Matt Birdsall, Tyler Blount, Kyle Burckhard, Nick Campbell, Simon Campey, Ben Caplan, Chris Carlson, Richard Cattle, Jeff Churchill, David Crabbe, Joshua Cremosnik, Steve Crow, Nathan Devonshyre, Ray Edwards, Steve Emmott, Charles Etheridge-Nunn, Sean Fish, Alex Flagg, B.D. Flory, Jerry Ham, Rich Harkless, Nabil Homsi, Ashley Jestico, Stephen Johnstone, Alex Matarazzo, Dave McAlister, Christi McCray, Matt McGowan, Vivika McKie-Woods, Angus McNichol, James McPherson, Kalai McPherson, Steven Mileham, Justin Miller, Ben Morton, Clint Menzes, Lisa Murray, Clayton A. Oliver, Jason Olsan, Kent Peet, Bob Pfieffer, Andrew M. Popowich, Michelle Popowich, Anthony Rainwater, Rolando Rivero, Andrew Robertson, Jill Robertson, Tarik Salameh, Dave Salisbury, Crystal Simpson, Les Simpson, Aaron Smith, Mandy Smith, Marshal Smith, Sonya Smith, Catherine Spainhour, Rich Spainhour, Alasdair Stuart, Michael Surber, Andrew Fraser Taylor, Seth Tupper, Kris Wagner, James Wiley, Marcus Wischik, Matt Wright

Attributions Opening quote, page 1 — from Spaceballs, written by Mel Brooks & Thomas Meehan & Ronny Graham Chapter 1 quote, page 1 — from Austin Powers in Goldmember, written by Mike Myers & Michael McCullers Chapter 2 quote, page 1 — from Moonraker, written by Christopher Wood (based on the novel by Ian Fleming) Chapter 3 quote, page 1 — from All The President’s Men, written by William Goldman (based on the novel by Carl Berstein & Bob Woodward) Chapter 4 quote, page 1 — from The Third Man, written by Graham Greene & Alexander Korda and Carol Reed & Orson Wells

Spycraft, Shadowforce Archer and all related marks are ™ and © 2004 Alderac Entertainment Group, Inc. All rights reserved. All characters, names, places, and text herein is copyrighted by AEG. Reproduction without AEG's written permission is expressly forbidden, except for the purpose of reviews and when permission to photocopy is clearly stated. Vitality points, wounds, Defense, and other rules from the Star Wars® Roleplaying Game and other items not covered by the Open Gaming License used with permission from Wizards of the Coast. Star Wars is a trademark of Lucasfilm, Ltd. The mention of or reference to any company or product in this book is not a challenge to the trademark or copyright concerned. This book uses governments, intelligence agencies, and political figures as settings, characters, and themes. All such uses are intended for entertainment purposes only. TM

www.spycraftrpg.com

Table of Contents New Threat Resources . . . . . . . . . . . . . . . . .78

Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4

Basic Cloning . . . . . . . . . Benevolent . . . . . . . . . . . Bundle Dispensary . . . . . Death Camps . . . . . . . . . Dungeons . . . . . . . . . . . . Elite Guard . . . . . . . . . . . Faceless Legions . . . . . . . Fearsome Reputation . . . Fluid Assets . . . . . . . . . . Foolproof Plan . . . . . . . . Integrated Agendas . . . . Master Plan . . . . . . . . . . Motor Pool . . . . . . . . . . . Nerve Center . . . . . . . . . Public Support . . . . . . . . Public Sympathy . . . . . . Self-Destruct Mechanism Torture Chambers . . . . . .

. . . . . . .78 . . . . . . .78 . . . . . . .78 . . . . . . .78 . . . . . . .78 . . . . . . .78 . . . . . . .78 . . . . . . .79 . . . . . . .79 . . . . . . .79 . . . . . . .79 . . . . . . .79 . . . . . . .79 . . . . . . .79 . . . . . . .80 . . . . . . .80 . . . . . . .80 . . . . . . .80 Building a Threat Organization . . . . . . 80 Concept . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .80 Front . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .82 Grand Scheme . . . . . . . . . . . . . . . . . . . . . . . . . . . .84 Threat Source of Power . . . . . . . . . . . . . . . . . . . . .86 Threat Achilles’ Heel . . . . . . . . . . . . . . . . . . . . . . .88 Threat Randomizer . . . . . . . . . . . . . . . . . . . . . . . . .89 Threat Randomizer Example . . . . . . . . . . . . . . . . . .96

Chapter 1: Legion

......................5 Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6 The Minion’s Role . . . . . . . . . . . . . . . . . . . . . . .6 What, or Who, are Minions? . . . . . . . . . . . . . . . . . .6 Building a Better Minion . . . . . . . . . . . . . . . . . . . . .6 Using Minions Effectively . . . . . . . . . . . . . .8 Devise a Strategy . . . . . . . . . . . . . . . . . . . . . . . . . . .9 Using Minions as Storytelling Tools . . . . . . . . . . . . .9 Roleplaying Minions Effectively . . . . . . . . . . . . . . .10 Minion Tags . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .10 Snitches . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .13 Snitching Basics . . . . . . . . . . . . . . . . . . . . . . . . . . .13 Standard Minion Types Revisited . . . . .14 “Welcome to the Menagerie” . . . . . . . . . . . . .16 Animal Basics . . . . . . . . . . . . . . . . . . . . . . . . . . . .16 Animals in Play . . . . . . . . . . . . . . . . . . . . . . . . . . .21 Animal Profiles . . . . . . . . . . . . . . . . . . . . . . . . . . .24 Converting Animals From d20 to Spycraft . . . . . . .28 NPC Classes . . . . . . . . . . . . . . . . . . . . . . . . . . . .30 Android . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .30 Gangster . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .31 Gunner . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .32 Mad Bomber . . . . . . . . . . . . . . . . . . . . . . . . . . . . .33 Resistance Fighter . . . . . . . . . . . . . . . . . . . . . . . . .34 Sleeper . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .35 Special Forces Operator . . . . . . . . . . . . . . . . . . . . .36

Chapter 4: Playing A Villain Campaign

Chapter 2: Leadership . . . . . . . . . . . . . . .37

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Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . 38 The Foil . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .38

Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . 108 Types of Villainous Campaigns . . . . . . 108

Playing a Foil . . . . . . . . . . . . . . . . . . . . . . . . . . . .40 Foil Hooks . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .41 Foil Quirks . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .42 The Henchman . . . . . . . . . . . . . . . . . . . . . . . . . . .43 Playing a Henchman . . . . . . . . . . . . . . . . . . . . . . .44 Henchman Hooks . . . . . . . . . . . . . . . . . . . . . . . . . .46 Henchman Quirks . . . . . . . . . . . . . . . . . . . . . . . . . .46 The Mastermind . . . . . . . . . . . . . . . . . . . . . . . . .47 Playing a Mastermind . . . . . . . . . . . . . . . . . . . . . .48 Mastermind Hooks . . . . . . . . . . . . . . . . . . . . . . . . .50 Mastermind Quirks . . . . . . . . . . . . . . . . . . . . . . . . .51 Villain Motivations . . . . . . . . . . . . . . . . . . . . .52 Villain Flaws . . . . . . . . . . . . . . . . . . . . . . . . . . . .53 New Villain Core Abilities . . . . . . . . . . . . .54 Conqueror (Mastermind Class) . . . . . . .54 Eternal (Mastermind Class) . . . . . . . . . . .56 Manipulator (Mastermind Class) . . . . .57 Mentor (Mastermind Class) . . . . . . . . . . .59 Predator (Mastermind Class) . . . . . . . . .61 Tyrant (Mastermind Class) . . . . . . . . . . . .63

The Antihero Campaign . . . . . . . . . . . . . . . . . . . .108 The Conspiracy Campaign . . . . . . . . . . . . . . . . . .109 The Prankster Campaign . . . . . . . . . . . . . . . . . . . .109 Being a Bad Guy . . . . . . . . . . . . . . . . . . . . . . .109 What is a Villain . . . . . . . . . . . . . . . . . . . . . . . . .109 Types of Villains . . . . . . . . . . . . . . . . . . . . . . . . . .110 Goals and Objectives . . . . . . . . . . . . . . . . .111 Tackling Villainous Missions . . . . . . . . . . . . . . . . .111 Threat Codes . . . . . . . . . . . . . . . . . . . . . . . . . . . . .113 New Backgrounds . . . . . . . . . . . . . . . . . . . . . .114 Disavowed . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .114 Obsessed . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .114 New Departments . . . . . . . . . . . . . . . . . . . . . .114 Hired Gun . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .114 Programmed . . . . . . . . . . . . . . . . . . . . . . . . . . . . .115 Turncoat . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .115 Betrayer (Prestige Class) . . . . . . . . . . . .116 Hitman (Prestige Class) . . . . . . . . . . . . . . .117 Tamer (Prestige Class) . . . . . . . . . . . . . . . .119 New Skill Uses . . . . . . . . . . . . . . . . . . . . . . . .121 New Basic Combat Feats . . . . . . . . . . . . . .121 New Unarmed Combat Feats . . . . . . . . . .124 New Gear Feats . . . . . . . . . . . . . . . . . . . . . . . .124 New Style Feats . . . . . . . . . . . . . . . . . . . . . . .125 New Training Programs . . . . . . . . . . . . . . .126 Guerrilla Warfare Training . . . . . . . . . . . . . . . . . .126 Tactical Disruption Program . . . . . . . . . . . . . . . . .127

Chapter 3: Organization

. . . . . . . . . . . .65

Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . 66 New Threat Agendas . . . . . . . . . . . . . . . . . . .66 Special Rules . . . . . . . . . . . . . . . . . . . . . . . . . . . . .66 Multiple Threat Agendas . . . . . . . . . . . . . . . . . . . .66 Threat Agenda Descriptions . . . . . . . . . . . . . . . . . .68

3

mastermind Next, we come to the overarching precepts guiding the villainous Organization. Herein, we present an exhaustive list of threat agendas, as well as new rules for applying them to any enemy. Now your villains can aspire to even greater heights of corruption in preparation for their grand master stroke. New threat resources are also provided, extending the list of ways the Blofelds and Dr. Klaws of the world can accost their adversaries. Finally, this chapter introduces an all-encompassing method for randomly generating complete Mastermind System threats, from base concept to deceptive front to grand scheme, from source of power to achilles heel. Every facet of Mastermind Design is simplified and streamlined, tearing through the complicated math so you can build a balanced and likely somewhat unexpected enemy in minutes.

INTRODUCTION Welcome to the second of a two-part series of Spycraft sourcebooks peeling back the curtain behind which the Agency and its enemies reside (the first being Agency, already available). One of the greatest challenges facing any Spycraft GC is the creation of truly impressive villains. Criminal masterminds and their legions are the Agency’s ultimate enemies and define the character of the opposition at the gaming table, in terms of both roleplaying and mechanical superiority. When a season’s villains are flat, the rest of the experience tends to follow suit. The pitfalls are many. Solid villain concepts can be matched up with subpar statistics, or not utilized to their full potential. Poor concepts can sully an otherwise interesting puzzle or rules challenge. Flawed presentation can taint even the finest mastermind creations. This book offers a wealth of knowledge about Spycraft villains, including how to brainstorm, flesh out, stat out, and roleplay them. It also expands the options available to GCs interested in challenging the Agency on an organizational level, with new Mastermind System options and ways to exhaustively describe and utilize the ultimate anti-establishment. As in Agency, we begin with the villains themselves, as their positions within an organization offer the perfect structure for a book about them. Also as in Agency, we begin at the bottom, with minions, or in this case the criminal organization’s Legion. This chapter describes what minions do, where they come from, and how they operate. Beyond the origins, this chapter examines how to construct intriguing minion types with unique personality and playability, and how to make the most use of them in play. The GC’s minion toolkit is also greatly expanded, including new standard minion types, the most comprehensive animal rules to date, new gear options, new NPC classes, and rules for determining just what any captured minion knows when successfully interrogated. Higher on the Mastermind ladder we find the organization’s named characters, its foils, henchmen, and masterminds, or its Leadership. This chapter describes the potential origins and utility of each of these character types, as well as how to effectively present them to new and experienced players alike. It also offers ways to personalize each character with randomized hooks (the character’s seed concept, in summary) and quirks (personality or background traits that solidify the seed concept as a semi-fleshed character). New toolkit options for these character types include motivations and flaws, new villain core abilities, and five of the most terrifying prestige classes ever released, each designed to soundly exploit the system against the players.

So You Want to Play a Villain? Look no further! Chapter 4 of this book contains a wide array of agent options for those on the other side of the tracks. New backgrounds to support the agents’ particular brand of evil! New departments to illustrate the agents’ penchant for global domination! New prestige classes to expand the ways in which the agents can sublimate or devastate their foes! New training programs to ready the agents for their next criminal undertaking! As with all Spycraft agent options, these are available to agents of any bent, but are collected here as part of a broader window into the halls of destruction. Though many of the agent options within this book imply a certain moral low ground, they can just as easily be adopted by anti-heroes or even Agency operatives living on the edge. Deep cover operatives frequently gain these options to lend credibility to their false identities, as do agents assigned to short-term insertions. Also included in this chapter: rules for NPC backgrounds! At long last, the GC can assign backgrounds to his villains and other characters in a fashion that cleanly interlocks with the existing Spycraft game system! Finally, Chapter 4 offers several articles about running the flip side of a standard Spycraft campaign — how to set things up, what to watch for, and how to make it one of the most enjoyable experiences of the players’ careers. We hope you enjoy this foray into the dark side of the Spycraft universe. We look forward to showing you new and more impressive ways to utilize our version of the d20 mechanics with upcoming supplements. Next up… U.S. Militaries and World Militaries, the first two of a sporadic series of books designed expressly for the fans who’ve been clamoring for harder, real-world combat options. Boot camp begins this summer! Now we invite you to turn the page and indulge in a little bit of merry mayhem…

4

“Do you know how many anonymous henchmen I’ve killed over the years? I mean, look at you, you don’t even have a nametag! You don’t stand a chance! Just lie down on the floor…” — Nigel Powers, Austin Powers in Goldmember

Legion

1

mastermind organization’s leaders. Still others are deployed as field operatives to carry out tasks vital to the organization’s function, including theft, intimidation, and coercion. What minions are not is special — they are in many ways normal men and women, swept up in a grand tug of war between forces beyond their control (and in many cases, beyond their comprehension as well). While minions are intimately involved in their organization’s operations, they rarely grasp the Big Picture, if for no other reason than it prevents them from challenging their mastermind’s control. But although minions don’t call the shots or hatch elaborate schemes, they are the glue that holds their organization together — and in many ways, keeps the Spycraft game setting intact.

INTRODUCTION Our study of Spycraft’s villainous contingent begins at the bottom, with an overview of the enemy’s rank and file — minions. We begin with a brief study of minions in action — what they do, how and why — and continue with suggestions for personalizing minions, shaking minions down for information, and adjusting basic minion packages to help the GC realize many new concepts in play. This chapter also introduces animals into the Spycraft game system, with an expansive list of options for requisitioning them as gear or including them as custom-built minions. Finally, we introduce several new NPC classes especially tailored to fill the front ranks of any diabolical overlord’s army.

Building a Better Minion Good minions are made, not born, and all good minions begin with solid choices. The following tips and tricks can help any inventive GC build strong minion concepts — and improve the challenges in his game as well.

THE MINION’S ROLE Minions are a commonly utilized but little-understood Spycraft resource. All too often, they’re portrayed as little more than faceless hordes within a mastermind’s organization, robotically executing their leaders’ will and charging blindly into the agents’ gunfire. But minions fill a unique niche, as both narrative and mechanical tools that can be exploited to great effect in play. The following sections deal with creating and using minions to both drive and enhance your Spycraft campaigns, and present many ways a GC can make each minion squad — and in many cases, each individual minion — a more effective, more memorable and more enjoyable part of any Spycraft season.

Start at the Top The best minions start with one solid concept, and one of the best ways to develop a good minion concept is to look at the squad’s boss. The GC should ask himself several pointed questions about this individual — for instance, what is his role in his organization, and what skills does he naturally demand of his followers? Describe the boss’s personality, and the sorts of people with whom he’s come into contact during previous exploits. Does the boss prefer stealthy operations, or brute force? Is he a trained combatant, or does he need protection? These questions — and the ones that spring from them — define much of the most basic information about the boss’s minions, and may even suggest historical notes about them as well (such as where they come from, where they receive their training, and what types of weapons they carry).

What, or Who, are Minions? Simply put, minions are average people caught up in a secret world full of extraordinary individuals. Just as agents are drawn from the wild, untapped world of professional superspy espionage, minions can exhibit a grand diversity of character concepts, ranging from brainy lab rats to battle-hardened mercenaries, hapless security guards to unstoppable killer androids. Likewise, the motivations of each minion squad — or even each minion — can be painted as a grand tapestry rather than a simple portrait. While many might become hapless pawns in the mastermind’s newest plot, others might become insidious collaborators, working class Joes, or even fanatical followers. Minions are also the backbone of a mastermind’s empire — the men and women who fight for his causes, guard his bases and leaders, and execute his master plans. Most work as guards and technicians in the organization’s action sites and other facilities, while others serve as bodyguards and assistants to the

Make a Match With some rough ideas in hand, the GC should decide how his minions work for the special NPC to whom they’re assigned. Well-constructed minions usually compliment their boss in one of three ways — through imitation, through affirmation, or through assistance. Imitator minions are essentially less grand, less powerful versions of their superior(s). For example, imitator minions assigned to a battle-hardened soldier are likely to have impressive combat abilities, and may even be experienced mercenary troupes themselves. Likewise, imitator minions assigned to a wizened Oriental master might be young ninja apprentices.

6

legion EYES ONLY: LOW-LEVEL VILLAIN CREATION Attacks

By Garland T. Dunlap and Steve Crow

Brandon Logan “I’m way too pretty to hit you with my bare hands. I’ll use this instead …” Codename: PRETTY BOY Aliases: Brand Johnson, Cueball, Don Logan, Logan Branson, Pretty Boy Floyd Nationality: United States of America (African-American) Gender: Male Handedness: Right Height: 6 ft. 1 in. Weight: 180 lbs. Eyes: Green Hair: Bald (Brown) Place of Birth: Chicago, Illinois Date of Birth: 1974.04.08 Distinguishing Characteristics: Neatly trimmed goatee, fashionable clothes, signature gear (weighted cane). Disguises himself as an “old man” when approach his victims.

Background Few people have the gall and skill to successfully walk up to a victim, put a bullet into them, and then escape in the confusion. Brandon Logan thought he was one of those few, but he was wrong. When he attempted to kill the man responsible for his family’s death — the Agency’s current Deputy Director, who led a high-speed air chase over a remote ski resort where Brandon was staying with his parents and sister — Brandon was captured, interrogated, and thrown into prison. A rival organization abducted Brandon from prison and gave him a choice — he could join them or he could return to prison in a body bag. Brandon agreed to join, with the condition that they’d give him another chance to get at the Deputy Director. He’s still waiting for his second chance... Department: D-6 Wetworks Class: Faceman/Soldier Level: 3/3 Strength: Constitution: Wisdom: Vitality:

17 12 10 52

Dexterity: Intelligence: Charisma: Wounds:

12 14 16 14

Defense: 14 (+1 Dex, +3 class)* Initiative: +9 (+1 Dex, +2 department, +6 class) Speed: 30 * When wearing his armor, Logan’s Defense is 12. Fort: +6

Ref: +4

Will: +3

Special Qualities: Adaptable, cold read 1/session, damage reduction 1/—, linguist +2, quick change 1/session. Skills: Bluff +12, Cultures +4, Demolitions +7, Disguise +12, Driver +10, Intimidate +5/+4, Knowledge (Espionage) +7, Knowledge (Underworld) +7, Languages +4, Sense Motive +6, Spot +6. Feats: Armor Group Proficiency (Light, Medium, Heavy), Kicking Basics, Martial Arts, “Not The Face!”, Power Attack, Signature Gear (Weighted Cane), The Look, Weapon Group Proficiency (Handgun, Hurled, Melee, Rifle, Tactical).

Unarmed +8 (dmg 1d6+4 normal, error 1, threat 20) Weighted Cane* +9 (dmg 1d6+8 normal, error 1, threat 19–20) * This weapon features the increased durability and composite body masterwork modifications. Standard Personal Gear: Weapons, large briefcase and clothes carrier, 1 set of average clothes, 1 set of designer clothes, cell phone, digital audio recorder with 1 commercial-grade memory chip, evidence kit, PDA (power rating +1), 13 BP. Common Gadgets: Standard tuxedo liner with instant costume change option.

Notes Using the standard Living Spycraft ability score system, Garland sets out to create a well-rounded character with good Strength and Charisma scores to support his two class choices. He sets the other four attributes in the 10–14 range. Next, Garland settles on Bluff and Disguise as his primary skills and sets those as high as possible. He could choose a basic skill feat such as Persuasive to improve these, but instead selects combat feats such as Power Attack to increase his hand-to-hand damage, and The Look to establish his central character schtick. Garland distributes the remainder of his skill points amongst his faceman skills. At 3rd level, Garland multi-classes as a soldier and gains two feats — “Not the Face!” and Martial Arts. He receives less skill points, but allocates most of them to Demolitions and Intimidate, which he can’t improve as a faceman. At 4th level, Garland increases his Strength to 17, providing no immediate benefit but granting him a Strength score of 18 by 8th level, and further boosts his melee damage bonus. Garland continues as a soldier — acquiring Kicking Basics at 5th level — and at 6th level, he returns to the faceman class to increase his concept class skills yet again. He chooses Signature Gear with his preferred weapon, gaining an additional +1 to hit and a bonus with action dice spent to boost attack and damage rolls made when using it. The weighted cane also doubles his Strength bonus for determining damage and lets him hide its function with Disguise, making it a highly effective undercover weapon, further supporting his core concept. Using the 8 skill points he gains as a faceman at 6th level, Garland brings his Bluff and Disguise skill ranks up to their maximum of 9, intending to use them to get close to an unarmed target and engage him in melee combat before they can react. Garland’s weighted cane is an effective weapon which he can further enhance using Power Attack to inflict an additional 5 points of damage. Defensively , Garland possesses 4 points of damage reduction against unarmed combat — 1 as a soldier and 3 from the “Not the Face!” feat. And if combat doesn’t go his way, he can make a quick escape with Driver or Cultures enhanced by quick change. As a henchman, Garland sometimes thwarts security measures by employing faceman minions wearing his “old man” disguise. These minions either get close to the victim and attack en masse after Garland leads security away, or provide a distraction while their employer finishes the job. On occasion, Garland hires innocent actors to wear his disguise and wander near the target (see The Thomas Crown Affair (1999) for an example of this tactic).

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mastermind Give Them Personality

Affirming minions provide abilities that reinforce or expand their superiors’ abilities or core concept(s). For example, affirming minions assigned to a master thief might be smugglers moving his spoils on the black market, while those assigned to a researcher building experimental aircraft might be test pilots. Finally, assistant minions fill the gaps in their superiors’ abilities. For example, assistant minions assigned to a henchman without combat training might be brute bodyguards, while those assigned to a brash gangster might be his thugs and lawyers, alternately acting as his enforcement crew and keeping him out of jail.

Not all minions are mindless drones. Most have the same concerns and dilemmas anyone else — they ask questions, experience moral dilemmas, slack off on the job, and have dreams and desires of their own. When creating any but the most throwaway minion squads, the GC should ask himself what issues and concerns the minions might face in their work. If they’re forced to work in sub-standard conditions or regularly placed in harm’s way, they might be sullen, sarcastic, or even rebellious. Minions who are treated fairly and regularly provided perks and personal freedoms are usually far more loyal, well spirited, and perhaps even jovial. Of course, these are just basic assumptions — infrequently playing a minion against his circumstances can lodge the NPC in the players’ minds and provide them with a great deal of information about him all at once. Further questions about a minion squad’s personality reveal his motivations, drives, and desires. Are they bloodthirsty anarchists, or just guys looking for a job? Do they understand their leaders’ objectives, and to what degree? What kinds of lives do they lead away from “the job” — and what kind of lives do they want to lead? Keeping just a few such questions in mind when creating a minion type, and jotting down a few motivational notes before arriving at the table, helps the GC fully round out his minions, and interpret and roleplay their opinions and dialogue. It also prevents play from slowing down when the GC finds himself without a rapid response to the players’ actions.

Build Upon the Basic Concept Once the GC has an idea of the type of minion that might work for his special NPC boss, he should start making mechanical choices based on that information. Fortunately, many options are already available to him — for example, NPC classes provide an easy-to-use and very focused lens through which a GC can build minion squads (see page 30 for new information about NPC classes). This book also introduces three new standard minion types — smart, stealthy, and strong — which offer a wide range of skills and character progression options at a reasonable mastermind point cost (see page 14). Ability scores, feats, and skill choices can further distinguish a minion concept, further establishing a minion type’s role within its parent organization, suggesting or defining the capabilities it requires to fulfill that role, and providing ideas for tactics and motivations. Indeed, many GCs skip the conceptual stage altogether and begin with a minion’s statistics, allowing the rules to guide their brainstorming process. While less story-driven, this process does tend to produce results that better blur the line between the drama and the dice.

U SING M INIONS EFFECTIVELY Even the best conceived minions can fall flat if portrayed in lackluster or routine ways, but keeping them fresh and exciting at the table can prove a difficult proposition. The following sections detail tips and strategies for using minions to illustrate plot and other story points, outwit experienced players in combat, and more.

Create Minion “Tags” A key element when creating any memorable minion type is deciding upon a simple ‘tag’ that makes the minions distinctive to the players. For example, the minion squads in Moonraker wore yellow jumpsuits — an easy point of reference for the audience, even well after they’ve seen the film. Many minion tags are even more colorful, such as Kamal Khan’s killer circus in Octopussy, and some tags can even be non-visual, ranging from battle cries to mannerisms that can be roleplayed each time they come into play or when circumstances dictate. Lists of suggested minion tags are provided in the Minion Tags section (see page 10), which also provides random results for quick reference when the GC creates new minions on the fly.

Using Minions in Combat When encountered one-on-one, minions are typically the weakest and least capable of any Spycraft combatants (not including non-combatant standard NPCs, of course). They generally lack the skills, abilities, and feats available even to most low-level agents, and their challenge ratings are lowered accordingly. But these deficits can be overcome with a little creativity and the right approach — the GC need only consider his minions’ actions differently than those of all his other characters.

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legion In each case, having an idea of how the minions respond — where they move, what they do, who they attack (and how), what combat actions they favor, etc. — will keep the game flowing smoothly and, again, provide options during play. If certain actions, events, or other circumstances are necessary to keep the plot moving forward, the GC should ask himself how his minions can help fulfill those needs. Agents frequently focus all their attention on the masterminds and henchmen of any piece — a behavior the GC can exploit by assigning important duties to minions instead. This also helps prevent critical plot meltdowns by establishing redundancy — the more NPCs involved in an action, the less likely it is that one high attack roll will prevent it from happening. Plotting ways that the minions support a scene’s villainous special NPCs is also helpful. Minions need not be merely disconnected limbs supporting their superiors’ desires from afar — they can work directly with their bosses, even cooperating with skill checks and complex attack actions. This can also play back into a scene’s locations and maps — the GC should always ask himself not only whether he can make his serials more cool, but also whether he can make them more challenging. For example, setting a villain ambush against a simple forest backdrop is nice, but when the mastermind and his minions are perched in the trees above a passing team, things get interesting… Finally, setting up a chain of events for each scene — which includes not only minion actions, but also those of henchmen, foils, masterminds, and others — provides a set piece against which the agents’ actions occur, and helps the players believe that the GC’s world is an organic, independently flowing setting. When the agents witness minions and others acting of their own volition, beyond the team’s actions, they learn that they must act or the world will pass them by, denying them options. This is a critical lesson for any mission team, and one of the most important goals of any Game Control.

A minion squad’s greatest perceived strength — and a classic espionage trope — is a matter of sheer numbers. Hordes outnumbering the agents by 2 to 1 or worse can simply whittle an agent team down, vitality point by vitality point (a tactic that’s particularly effective when employed during “countdown” scenes and other timed situations). Even when presented only in pairs, minions can be used to flank opponents, or to perform devastating joint autofire and suppressive fire attacks. Likewise, minions can enhance their superiors’ combat abilities. At the most basic level, they can provide portable cover for a henchman or draw the agents’ fire (which is made easier if the agents have somehow grown to hate the minions through good conceptual design and presentation). More complex — and often far more effective — options abound. As an example, minions might force the agents to make tough choice (e.g. should they take a shot at the mastermind and expose themselves to counterattack, or should they focus on the minions and risk their leader escaping?). Alternately, they might force an agent team to split into smaller, more manageable groups (e.g. ferrying the mastermind in one direction and the serial’s McGuffin in another). They can also become formidable opponents in an area pursuit targeting the agents, and a particularly cruel GC might employ other advanced agent options using large crowds of minions. With the taking to the streets rules, a minion squad could slow down the agent team’s movement through a city during an investigation, or even acquire information about the Agency by tracing the team’s backgrounds. Another minion squad might harass one of the team’s informants, forcing him to go to ground and leaving the agents without a vital source of intelligence. And should one of the agents ever wind up captured, minions could participate in a group interrogation that stands a reasonable chance of success even without a leading mastermind or henchman. Remember that minions are strongest when encountered in groups, where they can simply overwhelm an agent team — by sheer number of actions, if nothing else.

Using Minions as Storytelling Tools

Devise a Strategy Though also useful for storytelling purposes (see the next section for more), a well considered plan of attack has a remarkable effect upon a minion squad’s combat actions. Before play, after the GC has chosen and mapped all his locations, written all his agent descriptions, and devised and double-checked a serial’s central plot, he should seriously consider sitting down with everything for an hour or two to look at it from the minions’ point of view. He should ask himself where each minion squad is located at the outset of each scene, and what they will do in the top five or so most likely scenarios, based on how he expects the agents to act.

Many aspects of the minion archetype make it an excellent storytelling tool — minions are easy to find (compared to their leaders, anyway), they’re deeply involved in their organization, and numerous enough that the GC doesn’t have to worry about ‘losing some’ to drive a story point home. They’re typically an agent team’s first point of contact with an organization, forming the players’ first impression of the mastermind’s intentions and methods, and their actions, behavior, and appearance provide a unique way of introducing the agents to a serial’s plot.

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mastermind humanize his minions can add great vitality to the average villain in his Spycraft game. When minions are overheard talking about their families, caught slipping off for naps, or reading the Wall Street Journal on duty, the agents instantly know something about them — and realize that they have depth, which kicks open the door for greater non-combat interaction. These little touches of humanity breathe life into otherwise generic goons, and make them far more accessible (and memorable) to the players. This tactic also sets minions — and for that matter, all standard NPCs — apart from higher-ranking NPCs, forming a “mundane” benchmark within the GC’s setting that sharply contrasts the henchmen and masterminds of the piece. After encountering several “average,” humanized minions, the agents may be far more surprised to encounter an over-the-top enemy who’s far from average (and may even be far from human, depending upon the GC’s world setting). Also, in much the same fashion that minions can enhance their bosses’ combat prowess, they can also be used to enhance their bosses’ roleplaying potential. Minions are in many ways a direct extension of the character guiding them, and their actions can be used to give the players an impression of their leaders’ personalities and tactics. For example, if the agents encounter a minion squad wantonly murdering innocent civilians, it stands to reason that the man above them is just as callous — perhaps more so. By having minions project the very character of their leader, the GC can potentially engage the players emotionally with a serial’s villain, even before they’ve met him. Another unique roleplaying opportunity afforded by minions is levity. Even in the most serious Spycraft game, when the fate of the entire world lies in the balance, an amusing aside can provide relief from dramatic tension, and galvanize the team for encounters to come. Care must be taken to avoid the all-too-common pitfall here, though — too much humor and the game spins wildly off course, embracing camp over comedy, or worse, hopelessly detaching the players from the plot.

When creating a serial, the GC should visualize each minion squad introduced (and the order in which they’re introduced), and ask himself what information and/or impressions the agents are likely to take away from the experience of meeting them. Are the minions organized or untrained? Are the minions criminals or military types? What are the minions’ objectives, and what are their methods? The answers to these questions form a mental serial skeleton in the minds of inquisitive players, and establish their expectations concerning the mission’s central villains and other opposition. Industrious GCs can even take this a step farther, developing foils and plot twists that play off of these expectations, developing built-in surprises that cater directly to the circumstances at hand. This last tactic is most effective when the GC is familiar with the players, if not their agents, and can suit the surprises to their personalities as well. During a serial, minions can become valuable fonts of information for the agents. Indirect investigation, such as shadowing or placing a minion under surveillance, is a good way to follow a clue trail without alerting the enemy to one’s presence. Minions also can provide forensic clues — weapons, signatures of their organizations, and even DNA evidence — all of which can help propel a serial in the right direction. They also make fine targets for direct investigation and story development when the agents interrogate, seduce, bribe, or persuade them to betray their superiors, or even to give up their evil ways (for more information about pumping minions for information, see Snitches, page 13). Finally, minions provide many ways to urge a serial forward or kick-start a stalled plot — when the agents are indecisive, for instance, the timely arrival of a minion squad can force them to act on instinct. Minions can also be used in less offensive ways — the agents might arrive on the scene as a pair of lazy underlings take an unauthorized smoke break, only to overhear the minions mouthing off about their superiors and their “hair-brained schemes.” For a great example of this last tactic in action, we recommend the fantastic No One Lives Forever computer games, which regularly portray the rank and file as intensely human opponents, often to the detriment of their oblivious commanders.

MINION TAGS One of the most effective ways to quickly and effectively establish a minion type in the minds of the players is to assign them one or more “tags” — visual or behavioral cues that the agents encounter only when dealing with the minions in question. Minion tags are akin to the character quirks assigned to a season’s mastermind or henchmen (see the Spycraft Espionage Handbook, page 244), but instead of describing individual minions, they ascribe to an entire minion type or a particular minion squad.

Roleplaying Minions Effectively With all the focus placed on the agents and their direct opposition in Spycraft products, it’s easy to forget that minions provide just as many fertile roleplaying opportunities as henchmen, foils or masterminds. As mentioned earlier, most minions are pretty normal people — and thus, it’s much easier for the players to relate to them. A GC taking just a few steps to

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legion To generate a minion type or squad’s tag, choose from, or roll 1d20 and consult, Tables 1.1 through 1.3: Minion Tags (see pages 11–13). Roll once on any table or combine effects from two or more tables for more complex or important minions. These lists are, of course, just springboards to illustrate the wealth of options available when defining minions in play.

Example: The GC decides to create a complex minion tag, rolling once on each table and combining the effects. He rolls a 7 for accessories (“face paint/masks”), a 17 for dress (“stealthy”), and a 1 for behavior (“acrobatic”). Merging these results, the GC decides that his minions are ritualistic “performance ninjas” who wear kabuki-styled masks and regularly flip and whirl through combat, gaining a +1 bonus with all Tumble checks.

Table 1.1: Minion Tags — Accessories Roll 1 2 3 4 5

6

7

8 9 10 11

12 13 14 15 16 17 18 19 20

Tag Description Antiquated Weapons: The minions use decommissioned or archaic firearms and melee weapons (e.g. Tommy guns, black powder rifles, samurai swords, etc.). Armed to the Teeth: The minions carry an unusual amount of weaponry and ammunition, often in plainly worn holsters, slings and ammunition belts. Armored: The minions wear heavy armor, perhaps modern Kevlar or maybe dated pieces such as breastplates. Bad Attitude: The minions are outwardly mean or cruel, going out of their way to menace the agents, civilians, or passersby. Gadget Implants: The minions appear to possess minor super-science augmentation, such as improved senses, sub-dermal PDA-style computers, poison ducts beneath their nails, or even chemical augmentation of their nervous systems. Distinctive Eyewear: The minions wear distinctive eyewear — perhaps trendy dark sunglasses or mirrorshades (giving them an impassive, menacing look), or perhaps rose-tinted protective goggles (required after years of working with bizarre heavy metals). Distinctive Insignia: The minions wear prominently displayed symbols belonging to their organization or group, such as their mastermind’s organization, a religious faction, or a cult. This option is especially interesting when the insignia has nothing to do with the organization for whom the minions are known to work, or even opposes that organization. Face Paint/Masks: The minions’ faces are obscured by clothing or makeup — perhaps tribal war paint, ninja cowls, or even novelty masks parodying famous persons. (Gruesome) Trophies: The minions carry symbols of their victories that may range from the personal (e.g. passports, signature weapons, etc.) to gory (severed heads, scalps, or ears on necklaces). High-Tech Hardware: The minions carry the latest in military weapons or cutting edge gadgets, perhaps in sharp contrast to their appearance or their organization’s apparent means. Identical Appearance: The minions don’t look like a uniform squad of individuals — rather, they look exactly alike, down to the finest details. Perhaps they’re clones, or maybe they undergo plastic surgery to remain anonymous following a life of crime… Jewelry: The minions wear a signature piece of jewelry, possibly symbolizing their organization, or maybe as a sign of their camaraderie or dedication to a common cause. Makeshift Gear: The minions carry rusty or ramshackle gear, from stripped down firearms and scavenged armor to improvised weapons appropriate to each scene. Mounted: The minions are mounted on animals or personal vehicles, such as motorcycles, ATVs, skateboards, or the like. Organization Symbol: The minions are branded, wear, or otherwise display their organization’s public symbol — perhaps to intimidate opponents, or maybe as a badge that they’re owned. Scars: The minions bear ritualistic scars that “mark” them as part of a group, or battle-born scars that mark them as experienced, or serve as a reminder of a brutal indoctrination. Signature Style: The minions adopt an overall “look” — perhaps a subculture (e.g. soldier of fortune, goth, etc.), or perhaps a philosophical bent (e.g. anarchist, all-business, etc.), that infects the accessories they choose. Tattoos: The minions bear an intricate and easily identifiable tattoo, identifying them as members of their organization (e.g. a military unit insignia, a Yakuza body tattoo, etc.). Well-Equipped: The minions wear an exceptional amount of gear, such as heavy rucksacks, loaded utility belts, and fully-stocked tactical harnesses. Roll Again: Roll again twice on this table, ignoring duplicate results and re-rolling additional results of 20.

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mastermind Table 1.2: Minion Tags — Behavior Roll 1 2 3

4 5 6 7 8 9

10 11 12 13 14 15 16 17 18 19 20

Tag Description Acrobatic: The minions dazzle their opponents with their fancy footwork, flipping and jumping through combat. Each minion gains a +1 bonus with Tumble checks made during combat. Alert: The minions are veterans of guerrilla warfare, and tirelessly search for signs of ambush. Each minion gains a +1 bonus with awareness checks. Brainwashed: The minions have been ‘programmed’ by their organization’s leadership, dulling their senses to subtlety and sleight of hand. Each minion suffers a –1 penalty with Sense Motive checks, and skill checks made to resist a feint action. Cautious: The minions use their immediate environment to the fullest, moving rapidly from makeshift cover to makeshift cover. Each minion gains a +1 bonus to Defense when benefiting from a cover Defense bonus. Cowardly: The minions are reluctant to fight, choosing to run at the first opportunity. Each minion suffers a –1 penalty with morale checks. Distracted: The minions are confused or disorganized, and therefore slow to react to danger. Each minion suffers a –1 penalty with initiative checks. Drilled: The minions are highly trained in combat doctrines and tactical maneuvering. Each minion gains a +1 bonus to Defense when benefiting from a cover fire action. Duplicitous: The minions work in teams to confuse and mislead their opponents using innovative close combat strategies. Each minion gains a +1 bonus with trick actions made during combat. Enraged: The minions fight with unbridled fury, charging blindly at all opponents. Each minion must always dedicate at least 1 half action per round to move closer to the opposition during each round that he does not begin his initiative count already adjacent to an opponent. Gung-ho: The minions are fired-up and patriotic, swearing to fight to the last man. Each minion gains a +1 bonus with morale checks. Mischievous: The minions jeer and tease the opposition in combat, even placing themselves in harm’s way to get their opponents’ attention. Each minion gains a +1 bonus with taunt actions made during combat. Mute: The minions do not speak, instead preferring to communicate only with hand signals. Each minion suffers a –1 penalty with Cha-based checks. Painless: The minions are either drugged or conditioned to not react to pain, shrugging off hits that would kill lesser men. Each minion gains a +1 bonus with Fortitude saves. Push-Overs: The minions are wimps in hand-to-hand combat, and a good blow can easily knock them out. All subdual damage suffered by each minion is doubled. Reckless: The minions take unnecessary risks in combat, discarding tactics in favor of direct, bloody confrontation. Each suffers a –1 penalty to Defense. Sleepy: The minions may have recently woken up, might have been up for days on patrol, or might just be slow. Each minion suffers a –1 penalty with awareness checks. Sluggish: The minions are out of shape, and easily outrun. Each minion’s speed is reduced by 5 ft. per round. Treacherous: The minions are vicious assassins, favoring surprise flank attacks before directly engaging their foes. Each minion gains a +1 bonus with feint checks made during combat. Unsettling: The minions act in disturbing ways, perhaps ritually cutting themselves, chanting in tongues, or laughing maniacally. Each minion gains a +1 bonus with threaten checks. Weak: The minions are 98-pound weaklings with a low tolerance for pain. Each minion suffers a –1 penalty with all Fortitude saves.

Table 1.3: Minion Tags — Dress Roll 1 2 3 4 5

Tag Description Civilian: The minions wear common civilian clothes of the region, making them hard to distinguish from nearby non-combatants. Colorful Jumpsuits: The minions wear jumpsuits, conveniently color-coded by their rank and/or function within their organization. Corporate: The minions wear immaculately kept business suits and dresses, complete with silk ties, leather briefcases, expensive watches, and the like. Disguised: The minions wear clothes that keep their true identities hidden (e.g. police uniforms, intelligence agency vests, military uniforms belonging to friendly forces). Futurist: The minions wear what the world’s designers assume will be a fashion trend in a year, or five, or ten. Frequently, this dress style devolves to trench coats, zippered clothing, and chromed accessories.

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legion Table 1.3: Minion Tags — Dress (Cont.) 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20

Goth: The minions wear black clothing made of leather, vinyl, or velvet, typically along with exotic makeup, ornate jewelry and dark-colored hair. Hip: The minions wear only the most fashionable clothing from their region, looking more like club-hoppers or party-goers than servants of a global criminal. Lycra: The minions wear full bodysuits intended for acrobats but well suited to high rise cat burglars (and in some cases, combat divers). Military Fatigues: The squad is clad in modern military BDUs, suitable for the environment in which they operate (e.g. black for night operations, khaki for desert, etc.) Out of Date: The minions wear out-of-date styles, ranging from defunct military uniforms to decade-specific attire (e.g. 1970s clothes — “Solid!”). Outlandish: The minions wear wacky or ludicrous outfits — carnival clothing, mime dress, or gypsy gowns and suits. Punk: The minions wear leather adorned with spikes, often accentuated with colorful, extreme hairstyles and exotic body piercing. Rag-Tag: The minions wear irregular militia clothes — military surplus coats and fatigues blended with T-shirts, blue jeans and tennis shoes. Scantily Clad: The minions wear sexy or skimpy clothing that reveals a lot of skin — swimsuits, mini-skirts, lingerie, or less. Space Age: The minions wear retro-styled ‘space suits’ or environmental suits, with ill-fitting masks or helmets, air tanks, and heavy boots and gloves. Spit and Polish: The minions wear pristine military uniforms and gleaming, well shined shoes, starched shirts, and shining buttons and medals. Stealthy: The minions wear appropriately stealthy clothes, such as ninja outfits or chameleon suits. Street Thug: The minions are dressed as organized criminals, wearing a mixture of flashy street clothes and designer men’s wear. Traditional: The minions wear traditional or ethnically flavored garb, such as turbans, sarongs, dashikis, etc. Utilitarian: The minions wear simple and effective clothing for each task at hand — overalls, web belts with tool pouches, helmets and protective gear, etc.

The agents may obtain information from minions in any number of ways. Beyond standard interrogation or physical coercion are subtle options such as impersonating the minions’ superiors or friends, eavesdropping on minion conversations in the lunchroom, or making friends with a minion to learn more about his “background.” The basic methods by which the agents may obtain information from minions, and the skills required for each method, are described on Table 1.5: Snitching Skills (see page 14). When an agent attempts to obtain information from a minion, he makes the appropriate skill check, opposed by the minion’s Bluff skill. The minion gains a bonus equal to his loyalty level. Further, the minion’s result is modified as shown on Table 1.4: Minion Knowledge (see below). If the agent wins this opposed skill check, he gains one piece of information as determined by the difference between the skill check results, as shown on Table 1.6: Snitch Results (see page 14).

SNITCHES Minions have many uses outside of combat — they can also become a valuable source of information. As the functionaries of the mastermind’s organization, minions are frequently exposed to confidential information that may be useful to the agents, including vital names, plans and geography, and this information may be coerced out of them any time one is captured.

Snitching Basics Each minion possesses a level of knowledge about his organization, ranging from utter ignorance to inside information, called minion knowledge. This level of understanding is determined at minion creation, and either costs or provides a number of MP as shown on Table 1.4: Minion Knowledge (see below).

Table 1.4: Minion Knowledge Knowledge Ignorant Low Average High Loose Lips

MP Cost 2 MP 1 MP 0 MP –1 MP –2 MP

Modifier +5 bonus with all Bluff checks made when snitching +2 bonus with all Bluff checks made when snitching No modifiers –2 penalty with all Bluff checks made when snitching –5 penalty to all Bluff checks made when snitching

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mastermind Table 1.5: Snitching Skills Method Befriending minion Bribing minion Casually interviewing minion Tricking minion into revealing information Impersonating minion’s friend or superior Listening for minion rumors/gossip Physically threatening minion Seducing minion Verbally threatening minion

Skill Used Diplomacy Bureaucracy Gather Information Bluff Bureaucracy Gather Information Intimidate (Strength) Innuendo, Sense Motive, Bluff* Intimidate (Charisma)

* Depending on the current seduction stage (see the Spycraft Espionage Handbook, page 271).

S TANDARD MINION TYPES REVISITED

Table 1.6: Snitch Results Difference Information Gained Up to 5 Worthless (e.g. the minion’s name, rank, and classification) 5–10 Somewhat Useful (e.g. the minion’s agent level and the names of each NPC class in which he possesses at least 1 level, the minion’s current duties) 11–15 Useful (e.g. the codename of the minion’s immediate superior, the threat resource to which the minion is assigned or is most closely linked) 16–20 Very Useful (e.g. the real name and agent level of the minion’s immediate superior, the size and hierarchy ratings of the action site to which the minion is assigned or is most closely linked) 21–30 Extremely Useful (e.g. the current agenda of the minion’s commanding mastermind, the location of the closest action site with a hierarchy rating equal to or lower than the minion’s Wisdom score divided by 2, rounded up) 31+ Top Secret (e.g. the agent level of the minion’s commanding mastermind, the names of all classes in which the minion’s commanding mastermind possesses at least 1 level, access codes to secret locations in the minion’s assignment area)

The basic minion type originally presented on page 244 of the Spycraft Espionage Handbook assumes a combat-oriented campaign, with legions of minions attacking the agents from every direction (or at least a healthy number of guards patrolling the mastermind’s fortress). But as described throughout the earlier sections of this chapter, minions can fulfill a great many roles within a criminal organization beyond aggression and defense. The following rules are intended to clarify and expand the GC’s options when building standard minions, presenting three standardized base minion types to support the most common concepts seen in action-espionage fiction, as follows. • Smart: Smart minions are commonly found working at action sites with sophisticated threat resources, often as lab workers, researchers, technicians, or technical personnel. • Stealthy: Shrewd and tough to catch, these subtle minions are often assigned to assassination, surveillance, and infiltration missions. • Strong: These low-rent warriors are frequently employed as guards, muscle, and cannon fodder. Strong minions are identical in every way to the ‘standard’ minion type presented in previous Spycraft products. All references to this earlier minion type actually refer to strong minions.

The GC is encouraged to be creative in the method by which he provides this information to the agents — a simple snitch check should not lay bare an entire criminal organization. These results are merely guidelines by which to gauge the level of information provided through snitching or gossip — the real action should be tailored to each table and group in question, and be roleplayed accordingly.

When designing a minion using any base minion type, the GC derives its level, squad size, vitality dice, ability scores, and feats, as defined in the original Mastermind System rules (see the Spycraft Espionage Handbook, pages 244–245). The minion’s class skills, base attack bonus, saving throw bonuses, Defense bonus, and initiative bonus, however, are now determined by the chosen base minion type, as shown on Tables 1.7: Base Minion Type Skills (see page 15), and Table 1.8: Base Minion Type Progressions (see page 15).

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legion Table 1.7: Base Minion Type Skills Smart Minion Class Skill Appraise Boating Bureaucracy Computers Concentration Craft Cryptography Cultures Diplomacy Driver Electronics First Aid Gather Information Hide Hobby Knowledge Languages Mechanics Open Lock Pilot Profession Search Sense Motive Spot Surveillance

Stealthy Minion

Key Ability Int Int Cha Int Wis Int Int Wis Cha Int Int Wis Cha Dex Wis Int Int Int Dex Dex Wis Int Wis Wis Wis

Class Skill Balance Bluff Climb Cultures Disguise Driver Escape Artist Forgery Gather Information Hide Innuendo Jump Listen Mechanics Move Silently Open Lock Search Sleight of Hand Tumble Surveillance

Strong Minion

Key Ability Dex Cha Str Wis Cha Dex Dex Int Cha Dex Wis Str Wis Int Dex Dex Int Dex Dex Wis

Class Skill Balance Climb Craft Demolitions Driver First Aid Intimidate Jump Profession Sport Spot Survival Swim Tumble Use Rope

Key Ability Dex Str Int Int Dex Wis Str or Cha Str Wis Str or Dex Wis Wis Str Dex Dex

Skill Points at 1st Level: (4 + Int modifier) × 4 Skill Points at Each Additional Level: 4 + Int modifier.

Skill Points at 1st Level: (6 + Int modifier) × 4 Skill Points at Each Additional Level: 6 + Int modifier.

Skill Points at 1st Level: (8 + Int modifier) × 4 Skill Points at Each Additional Level: 8 + Int modifier.

Table 1.8: Base Minion Type Progressions Smart Minion Base Fort Ref Will Def Lvl Att Bon Save Save Save Bon 1 +0 +0 +1 +2 +1 2 +1 +0 +2 +3 +2 3 +1 +1 +2 +3 +3 4 +2 +1 +2 +4 +3 5 +2 +1 +3 +4 +4 6 +3 +2 +3 +5 +5 7 +3 +2 +4 +5 +6 8 +4 +2 +4 +6 +6 9 +4 +3 +4 +6 +7 10 +5 +3 +5 +7 +8 11 +5 +3 +5 +7 +9 12 +6 +4 +6 +8 +10 13 +6 +4 +6 +8 +10 14 +7 +4 +6 +9 +11 15 +7 +5 +7 +9 +12 16 +8 +5 +7 +10 +13 17 +8 +5 +8 +10 +14 18 +9 +6 +8 +11 +14 19 +9 +6 +8 +11 +15 20 +10 +6 +9 +12 +16

Stealthy Minion Init Bon +0 +1 +1 +2 +2 +2 +3 +3 +4 +4 +4 +5 +5 +6 +6 +6 +7 +7 +8 +8

Base Fort Att Bon Save +0 +1 +1 +2 +2 +2 +3 +2 +3 +3 +4 +3 +5 +4 +6 +4 +6 +4 +7 +5 +8 +5 +9 +6 +9 +6 +10 +6 +11 +7 +12 +7 +12 +8 +13 +8 +14 +8 +15 +9

Ref Save +2 +3 +3 +4 +4 +5 +5 +6 +6 +7 +7 +8 +8 +9 +9 +10 +10 +11 +11 +12

15

Will Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 +3 +4 +4 +4 +5 +5 +5 +6 +6 +6

Def Bon +1 +1 +2 +2 +3 +4 +4 +5 +5 +6 +7 +7 +8 +8 +9 +10 +11 +11 +12 +12

Strong Minion Init Bon +1 +1 +2 +2 +3 +4 +4 +5 +5 +6 +7 +7 +8 +8 +9 +10 +11 +11 +12 +12

Base Fort Ref Will Def Init Att Bon Save Save Save Bon Bon +1 +2 +1 +0 +0 +1 +2 +3 +2 +0 +1 +2 +3 +3 +2 +1 +1 +3 +4 +4 +2 +1 +2 +3 +5 +4 +3 +1 +2 +4 +6 +5 +3 +2 +2 +5 +7 +5 +4 +2 +3 +6 +8 +6 +4 +2 +3 +6 +9 +6 +4 +3 +4 +7 +10 +7 +5 +3 +4 +8 +11 +7 +5 +3 +4 +9 +12 +8 +6 +4 +5 +10 +13 +8 +6 +4 +5 +10 +14 +9 +6 +4 +6 +11 +15 +9 +7 +5 +6 +12 +16 +10 +7 +5 +6 +13 +17 +10 +8 +5 +7 +14 +18 +11 +8 +6 +7 +14 +19 +11 +8 +6 +8 +15 +20 +12 +9 +6 +8 +16

mastermind “W ELCOME TO THE M ENAGERIE ”

Special Note: Minions automatically gain Armor Group Proficiency and Weapon Group Proficiency feats at no MP cost according to their type, as shown on Table 1.9: Base Minion Type Feats (see below).

Table 1.9: Base Minion Type Feats

An entirely different type of minion can be created using animals: the loyal pack of guard dogs, the albino attack gorilla, the tank of blood-hungry sharks (possibly with strap-on energy weapons) — all are viable minion type concepts that can spice up any Spycraft campaign. Espionage agencies have recognized the value of trained animals since the days of carrier pigeons and cavalry scouts, and many a mastermind is known for his lethal pet. Within the last century, animals have been used for such diverse tasks as arson (bats), anti-tank warfare (dogs), electronic intelligence gathering (cats), assassination (snakes and insects), and underwater demolitions (dolphins and sea lions). Additionally, many parts of the world boast no infrastructure capable of supporting vehicles, leaving animals as the sole means of (relatively) rapid transportation.

Smart Minion Armor Proficiency (Light) Weapon Group Proficiency (Handgun) Weapon Group Proficiency (Melee) Stealthy Minion Armor Proficiency (Light) Armor Proficiency (Medium) Weapon Group Proficiency (Handgun) Weapon Group Proficiency (Hurled) Weapon Group Proficiency (Melee) Weapon Group Proficiency (Rifle) Weapon Group Proficiency (Rifle) Weapon Group Proficiency (Tactical) Strong Minion Armor Proficiency (Light) Armor Proficiency (Medium) Armor Proficiency (Heavy) Weapon Group Proficiency (Handgun) Weapon Group Proficiency (Hurled) Weapon Group Proficiency (Melee)

Animal Basics In Spycraft, each animal possesses a set of statistics, an obedience level, and potentially a number of qualities and tricks. Whether minions or not, each animal is considered a standard NPC unless it possesses the named critter trick (see page 19).

Obedience Level An animal may possess an obedience level of wild, domestic, or trained, as follows. • Wild: The animal isn’t acclimated to human contact and obeys its instincts, acquiring food and shelter where it sees fit. A wild animal has no experience with obeying human commands, and thus all Handle Animal checks made targeting the animal suffer a –10 circumstance penalty. • Domestic: The animal has been taught to respect humans. Though it doesn’t usually default to the “fight or flight” reactions of its wild counterparts, it isn’t nearly as comfortable with people as a trained beast. All Handle Animal checks made targeting the animal suffer a –2 circumstance penalty. All domestic animals possess the domestic (DOM) quality (see page 17). • Trained: The animal has been through the equivalent of obedience training. It recognizes basic commands, such as “come,” “stay,” “sit,” or “be quiet,” can identify its primary trainer, and can be taught to recognize a number of other individuals up to its Intelligence score as secondary trainers. A trained animal can also be taught tricks, as described on page 18. An animal’s primary and secondary trainers can always order an

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legion animal to perform a trick it knows without making a Handle Animal check, and suffer no penalty with Handle Animal checks made targeting the animal. All other characters must make a Handle Animal check (DC 12) to prompt a trained animal to perform one of its tricks, and suffer a –2 circumstance penalty with the check. All trained animals possess the trained (TND) quality (see page 18).

a +8 competence bonus with all Hide checks. Standard camouflage options include aquatic, arctic, desert, forest, jungle, mountain, swamp, and urban. At the GC’s discretion, when the animal is located in a terrain type similar to its camouflage option (e.g. when an animal with forest camouflage is located in a jungle), it may benefit from 1⁄2 this bonus (rounded down). Clever (CLV): The animal is possessed of keen intelligence and may learn a number of tricks up to 1⁄2 its Wisdom score (rounded up), as opposed to 1⁄4 its Wisdom score (rounded up), as standard. Cold-Blooded (CLD): The animal’s body temperature is determined by its surroundings. All skill checks made to locate the animal using thermal imaging suffer a –8 circumstance penalty. It fares poorly in cold, however, suffering double damage from all cold-based injuries. Diurnal (DAY): The animal is predisposed to daylight hours, suffering a –4 circumstance penalty with all skill checks made at night or in darkness. Diving (DIV): The animal is accustomed to spending long periods of time underwater and can hold its breath for a number of minutes equal to its full Constitution score (see the Spycraft Espionage Handbook, page 231). Domesticated (DOM): The animal’s obedience level is domesticated. It is acclimated to human contact and may be trained (see pages 16 and 20). Manipulators (MAN): The animal has semi-opposable thumbs or other appendages that enable it to pick up and manipulate objects. Mount (MNT): The animal may be ridden or used as a draft animal. Its load is determined per the standard agent rules (see the Spycraft Espionage Handbook, page 107 — in particular, see the Bigger and Smaller Agents section). Natural Armor (NAR): The animal possesses a thick hide, layers of blubber, or similar natural protection, gaining a number of points of damage reduction as noted in the parentheses following the quality in its statistics block. This natural armor features the firearms and explosions weaknesses (see the Modern Arms Guide, page 138, for more information about armor weaknesses). Nocturnal (NOC): The animal is predisposed to nighttime hours, suffering a –4 circumstance penalty with all skill checks made during the day. It has little trouble seeing in dim light, however, and any low-light concealment bonuses from which its targets benefit are reduced by 1 grade. Pack Hunter (PCK): The animal tends to hunt in packs, possessing the Wolf Pack Basics feat (see page 123). Primal (PRI): The animal’s carnivorous instincts make it exceptionally dangerous to work with. The error ranges of all Handle Animal skill checks targeting this animal are increased by 5 (if the animal is wild), or by 2 (if the animal is domesticated). Additionally,

Should an animal receive conflicting orders from its primary and one or more secondary trainers, it obeys its primary trainer. Should it receive conflicting orders from two or more secondary trainers, it loses all actions it would typically make during its next initiative count in confusion (or, if the GC wishes, acts per a random secondary trainer’s orders). When an animal enters play, the agent or the GC determines its obedience level, as appropriate (see Animals in Play, page 21). Undefined animals enter play possessing an obedience level of wild. Special Note: When an animal is separated from its primary trainer for a number of months equal to its Wisdom score, and spends at least 75% of that time living under the care of a secondary trainer, it comes to recognize the secondary trainer as its new primary trainer.

Animal Qualities Like vehicles (see the Soldier/Wheelman Class Guide, page 78), and weapons (see the Modern Arms Guide, page 14), some animals possess qualities. Unless otherwise specified, animals may never gain new qualities beyond the selection in their profile (see page 24). Two specific exceptions are the domesticated (DOM) and trained (TND) qualities, which may be gained as an animal’s obedience level is upgraded (see page 16). Ambush Hunter (AMB): The animal possesses the Confident Charge feat (see the Spycraft Espionage Handbook, page 69). Additionally, the animal is accustomed to striking from concealment, and may prepare ambushes and chase ambushes (see the Fixer/Pointman Class Guide, page 60), gaining a +4 competence bonus with all Survival checks made in the process. In addition to the animal, the only characters who may benefit from an ambush the animal prepares are the animal’s human and animal teammates and allies who possess 10 or more ranks in the Handle Animal skill. Arctic (ARC): The animal is accustomed to extremely cold weather, possessing 5 points of damage reduction against cold-based injuries. It fares poorly in heat, however, suffering double damage from all heat-based injuries. Camouflage (CMF): The animal blends in with one type of terrain, as noted in the animal’s profile. While located in the designated terrain, the animal gains

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mastermind may learn this “trick” up to 3 times, each time gaining 1 additional skill rank with each skill listed as part of its basic profile. Prerequisites: Clever (CLV) quality. Adept: The animal is taught to perform new tasks, gaining 1 skill rank with 1 skill not listed as part of its basic profile, from the following list: Balance, Climb, Hide, Intimidate, Jump, Listen, Move Silently, Perform, Search, Spot, Surveillance, Survival, Swim, Tumble. An animal cannot learn a skill it cannot physically perform (e.g. a raven cannot learn the Climb skill). An animal may learn this “trick” multiple times, each time gaining 1 additional skill rank with each skill that is not listed as part of its basic profile (to a maximum of 3 ranks with each skill). Prerequisites: Clever (CLV) quality. Armor Group Proficiency (Light): The animal is willing to wear light armor tailored for its species, gaining the Armor Group Proficiency (Light) feat. Typically, this trick is taught only to mounts and police dogs. Prerequisites: Strength 9+, animal must be Medium-sized or bigger. Armor Group Proficiency (Medium): The animal is willing to wear medium armor tailored for its species, gaining the Armor Group Proficiency (Medium) feat. Practically a lost art, this trick is taught only to mounts used in period movies and reenactments, and a very small number of police horses. Prerequisites: Armor Group Proficiency (Light) trick, Strength 11+, animal must be Large-sized or bigger. Armor Group Proficiency (Heavy): The animal is willing to wear heavy armor tailored for its species, gaining the Armor Group Proficiency (Heavy) feat. This all but unheard-of animal talent is only encountered in rare cases when an animal is custom trained and prepared for battle. Prerequisites: Armor Group Proficiency (Medium) trick, Strength 13+, animal must be Large-sized or bigger. Attack: The animal attacks a specified target as directed by one of its trainers (an animal without this trick acts purely on instinct during combat, falling under the GC’s control — see page 21). A trainer may only identify an animal’s attack target during his initiative count, though doing so is a free action. Should an animal receive conflicting orders from its primary and one or more secondary trainers, it obeys its primary trainer. Should it receive conflicting orders from two or more secondary trainers, it loses all actions it would typically make during its next initiative count in confusion (or, if the GC wishes, acts per a random secondary trainer’s orders). Prerequisites: None. Battle-Ready: The animal is taught to use one of its attacks to greater effect, gaining a +1 bonus with 1 of its attacks. An animal may learn this “trick” up to 3 times, each time increasing this bonus by an additional +1. Prerequisites: Attack trick.

the DCs of all Handle Animal skill checks made to domesticate or train this animal are doubled. Finally, all Intimidate checks targeting the animal suffer a –8 circumstance penalty. Rage (RAG): The animal flies into a berserk rage when injured in combat. The first time the animal suffers at least 10 vitality points or 1 wound of damage during each combat, its Strength and Constitution scores each rise by 4 points (and its vitality and wounds rise accordingly). The animal loses its Dexterity and dodge bonuses to Defense, however, and the error ranges of all Handle Animal checks targeting it are increased by 5. Further, the animal cannot leave combat until it believes that all opponents are dead (at which time all rage effects cease). A character may feign death, convincing the animal with a successful Bluff check opposed by the animal’s Sense Motive skill (which is typically made untrained). Scent (SNT): The animal’s sense of smell is exceptionally acute. This quality is required for an animal to learn many tricks (see page 18). Additionally, if the animal also possesses the tracker (TKR) quality, it gains a +8 competence bonus with all skill checks made to track a target. Sonar (SNR): The animal’s sense of hearing is so sharp that it instinctively knows when it’s being approached. It possesses the Blind-Fight feat (see the Spycraft Espionage Handbook, page 72). Additionally, when blinded or in total darkness, the animal may move up to 3⁄4 of his speed during each round (rounded down). Speech (SPC): The animal is capable of learning and reproducing a vocabulary of a few dozen words. Unless its Intelligence is somehow augmented to a near-human level, however, it can only mimic, not comprehend. Tracker (TKR): The animal is adept at following prey across long distances, possessing the Track feat (see the Spycraft Espionage Handbook, page 90). Trained (TND): The animal’s obedience level is trained. It obeys basic commands and may be taught tricks (see pages 18 and 20). Well-Bred (WBD): The animal is bred for show purposes, granting each of its trainers within 30 ft. a +1 circumstance bonus with all Charisma-based skill checks. A trainer only gains this bonus against targets who possess line of sight to the animal.

Animal Tricks Like agents and their allies, animals can be trained to levels of capability that far surpass their mundane counterparts. Animals may gain new tricks when a character teaches them (see page 18). An animal must meet all of a trick’s prerequisites before it can learn it. Able: The animal is taught to perform its instinctual tasks more ably, gaining 1 additional skill rank with each skill listed as part of its basic profile. An animal

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legion Courier: The animal can carry messages or items no larger than 2 size categories smaller than itself over long distances. Prerequisites: Survival skill 4+ ranks. Cute: The animal is spruced up and taught to act in an appealing manner, gaining 1 additional point of Charisma. This may increase the animal’s Charismabased skill checks, as standard. An animal may learn this “trick” up to 3 times, each time gaining 1 additional point of Charisma. Prerequisites: Clever (CLV) quality. Disarm: The animal can use the standard disarm action. Alternately, it may perform a charge action, ending with a standard disarm action instead of a standard attack. Prerequisites: Attack trick. Entertain: The animal can perform one or more largely useless actions that amuse, such as balancing things on its nose, shaking hands, or doing back flips. In combat, the animal may spend 1 full action performing cute tricks to grant a +2 cooperation bonus to skill checks made as part of a feint action by any 1 character within 30 ft. This bonus lasts only until the start of the animal’s initiative count during the following round. A character only gains this bonus against targets who possess line of sight to the animal. Prerequisites: None. Feat: The animal gains any 1 basic combat feat from the following list: Combat Instincts, Confident Charge, Endurance, Great Fortitude, Improved Initiative, Increased Speed, Iron Will, Lightning Reflexes, Mobility, Quick Healer, Run (primary method of movement only), Sidestep, Surge of Speed. Prerequisites: Animal must meet all prerequisites for the feat and be capable of taking all actions that the feat requires or affects. Guard: The animal may guard any 1 place, item, or person identified by one of its trainers, attacking anyone who approaches within a number of feet equal its speed. A trainer may only identify an animal’s guard target during his initiative count, though doing so is a free action. Should an animal receive conflicting orders from its primary and one or more secondary trainers, it obeys its primary trainer. Should it receive conflicting orders from two or more secondary trainers, it loses all actions it would typically make during its next initiative count in confusion (or, if the GC wishes, acts per a random secondary trainer’s orders). Prerequisites: Attack trick. Guide: The animal is accustomed to working in a harness and guiding a visually impaired human. Additionally, it automatically alerts all characters within 30 ft. of any environmental hazard it senses (e.g. a fire, a flood, etc.). Prerequisites: None. Hunt: The animal can hunt small game in the wilderness and bring it back to its trainers. Each hunting run requires 1d6 × 10 minutes. With a successful Survival check (DC 15), the animal returns with enough food for 1 person for 1 day. An animal may perform this

check a maximum number of times each day equal to 1 ⁄2 its Constitution score (rounded down, minimum 1). When the animal performs this check in a habitat to which it’s not accustomed, this check’s time requirement and DC are each tripled, and the maximum number of times the animal may perform the check is reduced to 1⁄4 its Constitution score (rounded down, minimum 0). Prerequisites: Survival skill 1+ ranks, tracker (TKR) quality. Named Critter: The animal is familiar with its own name and responds as a member of the team. It is considered both a special character and a teammate for the purpose of determining the effects of agent abilities, feats, and other rules. Prerequisites: Animal must be trained and know at least 1 trick. Open Doors: The animal can open any unlocked door that it can naturally manipulate. It can also undo simple mechanical fasteners such as security chains and deadbolts if it can reach them. Prerequisites: Strength 2+. Rescue: The animal instinctively protects its trainers. If any of its trainers is knocked unconscious or otherwise incapacitated in combat or a hazardous environment (e.g. a smoke-filled room), the animal immediately moves to the individual’s side and attempts to drag him to cover or safety (see the Spycraft Espionage Handbook, page 106). As a free action, one of the animal’s trainer may also order it to rescue another individual within both the trainer’s and the animal’s line of sight. Prerequisites: Medium-size or bigger, animal must be able to grip a human. Retrieve: The animal can “fetch.” As a free action, one of the animal’s trainers may order it to retrieve any object that it can pick up and carry, bringing the object back to its trainer’s location and dropping it when ordered. Prerequisites: None. Search: The animal can use its sense of smell to detect one or more target types, gaining a +8 competence bonus with all Search checks made to find targets of the designated type(s). Standard target types include animals, chemical weapons, drugs, explosives, food, and people. As a free action, one of the animal’s trainers may order it to find its target type, at which point it uses its boosted Search skill to find any targets matching its type within the range of its senses. If it locates any targets, it moves to the nearest one, identifies it, then moves to the one nearest its new location, identifies it, and so on, until it finds no more targets. If a specified command is included in the trainer’s order, the animal will alternately return the target item back to the trainer’s location when he gave the order. An animal may learn this trick multiple times, each time gaining a new target type. Prerequisites: Scent (SNT) quality.

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mastermind Smart: The animal is encouraged to think rationally with crude word and experience associations, gaining 1 additional point of Intelligence. This may increase the animal’s Intelligence-based skill checks, as standard, but it does not impact the animal’s skill ranks (see the able and adept tricks for more information). An animal may learn this “trick” up to 3 times, each time gaining 1 additional point of Intelligence. Prerequisites: Clever (CLV) quality. Speak: The animal can make noises within its normal range of vocal expression. If the animal possesses the speech (SPC) quality, it may be taught to speak a number of words or short phrases up to its Charisma score. As a free action, one of the animal’s trainers can order it to either make or silence these noises and/or words or phrases. If the animal possesses the clever (CLV) quality, it may be taught this trick any number of times, expanding its total vocabulary accordingly. Prerequisites: None. Subdue: The animal knows how to take opponents down in a non-lethal fashion. As a free action, one of the animal’s trainers can order it to inflict subdual damage instead of normal damage. When doing so, the animal does not suffer the standard circumstance penalty with its attacks (see the Spycraft Espionage Handbook, page 174). This trick may not be taught to an animal possessing the rage (RAG) quality, and the DC to teach this trick to an animal possessing the primal (PRI) quality is doubled. Prerequisites: Attack trick. Tough: The animal is toughened up, gaining 1 additional vitality die. An animal may learn this trick multiple times, each time gaining 1 additional vitality die (to a maximum of twice the number of vitality dice listed as part of its basic profile). Prerequisites: None. Wise: The animal is taught to be wary of common dangers, to be more observant, and to reason through basic problems, gaining 1 additional point of Wisdom. This may increase the animal’s Wisdom-based skill checks and Will save, as standard. An animal may learn this “trick” up to 3 times, each time gaining 1 additional point of Wisdom. Prerequisites: Clever (CLV) quality.

The process of conditioning an animal or teaching it a trick may begin at the start of any serial in which the animal is part of the agent’s personal gear during the Gearing Up phase. During each serial, the agent may make 1 complex Handle Animal check to either condition an animal or teach it a trick (but not both), as described in the new skill use on page 121. When an animal is successfully conditioned, its obedience level is increased by 1 grade (i.e. from wild to domesticated, or from domesticated to trained), and the animal’s cost is raised accordingly (see Animal Profiles, page 24). When an animal is successfully taught a trick, the animal gains the benefits of the chosen trick (see page 18). Additionally, its total cost increases by a number of BP equal to the number of tricks the animal possesses, including the new addition (i.e. +1 BP for the first trick, +2 BP for the second trick, +3 BP for the third trick, etc.). If the animal is a mount, its total cost increases by +1 GP for the first 2 tricks, and by an additional +1 GP for each trick thereafter. In both cases, the agent must thereafter dedicate a number of personal BP equal to the animal’s increased cost in order to retain it. Special Note: Unless otherwise stated, an animal may learn a maximum number of tricks equal to 1⁄4 its Wisdom score (rounded up, minimum 1). Example: Agent deChevalier wants to acquire a trained alligator to support his team’s operations in South America. As the Agency does not keep a large stock of dangerous reptiles on hand, deChevalier must train his own. He acquires a wild alligator specimen, dedicating 24 BPs from his personal budget, and begins to domesticate it. After several months and a few close calls, deChevalier manages to domesticate the alligator (now named Boudreaux). In order to retain Boudreaux during subsequent serials, deChevalier must dedicate 36 BPs of his personal budget. Next, deChevalier begins to train Boudreaux, hoping that after the process, the alligator will come when called and avoid eating guests. After several more months, Boudreaux has good table manners. In order to retain Boudreaux during subsequent serials, deChevalier must dedicate 48 BPs of his personal budget. Next, deChevalier begins to teach Boudreaux tricks. With a Wisdom score of 12, Boudreaux can learn a maximum of 3 tricks. deChevalier decides to teach Boudreaux to attack first. Once the alligator gains the attack trick, its cost rises to 49 BP (48 + 1, the cost of the animal’s first trick).

Conditioning Animals and Teaching Them Tricks An agent may attempt to condition an animal (domesticating a wild animal or training a domesticated animal), or teach an animal a trick. Any of these options requires the agent to incorporate the animal into his personal gear, dedicating a number of personal BP equal to the animal’s base cost + the cost of all its upgrades (including a higher obedience level, is applicable), tricks, and other options. If at any time the agent doesn’t allocate sufficient personal budget to pay this cost, he loses all access to the animal until he re-allocates the necessary resources (the animal is kept at an Agency kennel or zoo in the meantime).

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legion The Agency will not fulfill any animal request unless at least one agent on the team possesses 5 or more ranks in the Handle Animal skill, or the team also requisitions an Agency trainer at an additional cost of 1 BP per vitality die possessed by the animal. This trainer has ability scores of 10, except for Charisma, which is 14, and possesses a number of ranks in the Handle Animal skill equal to the team’s average agent level (minimum +5). The trainer is an unarmed non-combatant with no special gear, and refuses to go anywhere without the animal to which he’s assigned. Until returned to the home office, the animal recognizes this NPC as its primary trainer and 1 or more agents as its secondary trainers (to the maximum number of secondary trainers it may recognize). If at least one of the agents possesses 5 or more ranks in the Handle Animal skill and the team chooses not to requisition an Agency trainer, the animal recognizes 1 agent chosen by the team as its primary trainer and 1 or more other agents as its secondary trainers (to the maximum number of secondary trainers it may recognize). If a domesticated or trained animal requisitioned as mission gear is lost or killed, each agent’s mission budget during the following serial is reduced by 3 BP and each agent’s field expenses during the following mission are reduced by $200. An animal in which the Agency has invested time and energy is a valuable commodity not to be casually discarded. If an animal requisitioned as personal gear is lost or killed, all invested BP are returned to the agent at the end of the current serial, after which he may requisition a new base profile specimen and begin its training anew. An animal newly requisitioned in this fashion does not enter play possessing its predecessors’ tricks and other options. Finally, all animals are requisitioned with necessary gear (including saddles and reins for mounts), though an agent may requisition armor for any animal possessing the Armor Group Proficiency (Light) or Armor Group Proficiency (Medium) tricks, as shown on Table 1.10: Animal Armor (see page 22).

After teaching Boudreaux to attack on command, deChevalier begins teaching the alligator to guard a location. Once the alligator gains the guard trick, its cost rises to 51 BP (49 + 2, the cost of the animal’s second trick). Finally, deChevalier begins teaching the alligator to open doors. Once the alligator gains the open doors trick, its cost rises to 54 BP (51 + 3, the cost of the animal’s third trick).

Animals in Play Unless otherwise specified (e.g. an animal knows the attack trick and a trainer is present to give it orders), all animals fall entirely under the GC’s control during combat. The GC should strive to present the animal’s behavior as realistically as possible, taking into consideration its position on the food chain (as predator or prey), its natural level of aggression, and the current tactical situation. An animal may enter play in any of the following ways.

Animals as Gear An agent may requisition a wild, domesticated, or trained version of any animal in the Animal Profiles section as part of his personal or mission gear by dedicating the listed BP or GP cost out of his personal budget or class-based gadget point allotments. Alternately, an agent may requisition any of the following standard animal resources. Bomb Dog (11 BP): This trained work dog is used to search for explosives. It knows the feat (Light Reflexes) and search (explosive) tricks. Unlike a drug dog, a bomb dog isn’t trained to disturb suspicious locations, packages, and vehicles, instead leaving such tasks to his trainer(s). Drug Dog (9 BP): This trained work dog is used to search for drugs and other contraband. It knows the search (drugs) trick. Unlike a bomb dog, a drug dog paws and sniffs at suspicious packages to alert its trainers to its findings. Hunting Dog (11 BP): This trained work dog is used to forage for its trainers. It knows the retrieve and search (animals) tricks. Police Dog (18 BP): This trained work dog is trained to assist law enforcement officials. It knows the attack, search (drugs), search (people), and subdue tricks. Police Horse (4 GP): This trained work horse conveys law enforcement officials, frequently into crowd control and public relations situations. It knows the Armor Group Proficiency (Light) and feat (Confident Charge) tricks. Rescue Dog (14 BP): This trained work dog is used to locate people lost in the wilderness or trapped in rubble after a natural disaster. It knows the rescue, search (people), and tough tricks.

Animals as Minions A GC may add a wild, domesticated, or trained version of any animal in the Animal Profiles section — or a squad of such animals — to any serial by spending a number of mastermind points (MP) as shown on Table 1.12: Animal Minion Costs (see page 23). All animal minions possess an obedience level of trained. Additionally, the GC may add any number of tricks to an animal minion at a cost of 2 MP per trick per animal minion type (to a maximum number of tricks as dictated by the animal’s Wisdom score and qualities.

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mastermind Alternate Food Source (1 MP per minion, 2 MP per squad): The animal can subsist on one bizarre substance, chosen from the following: blood, garbage, gold, iron, lead, nuclear waste, or steel. The GC is encouraged to add his own substances to this list. When an animal gains this augmentation, it may no longer consume standard food. An animal may gain this augmentation only once. Boosted Natural Armor (3 MP per minion, 4 MP per squad): The animal’s skin is armored, perhaps because metal plates have been grafted to it or maybe because it generates a bio-electric field that disrupts or deflects all incoming attacks. If the animal already possesses the natural armor (NAR) quality, the number of damage reduction points it possesses is increased by an additional 1; otherwise, the animal gains the NAR (DR 1/FE) quality. An animal may gain this augmentation multiple times, each time gaining 1 additional point of natural armor damage reduction (to a maximum of 5 points of natural armor damage reduction, including any provided by the animal’s base profile). Camouflage (4 MP per minion, 8 MP per squad): The animal may, once per session as a half action, become invisible, gaining the benefits of total concealment for 1d10+5 rounds. If the animal attacks while this augmentation is active, its concealment is reduced to one-half during the following 5 initiative counts. Further, heavy rain, sand, and like conditions reduce the

An animal minion doesn’t gain level-based ability score increases or feats, and may never gain levels in any class (base, prestige, NPC, or otherwise). All animal minions are trained to identify members of their organization, and will therefore not attack them without provocation. Individual animal minions may be added to any minion squad at no additional cost, though they increase the minion squad’s size accordingly. Animal minions added to an animal squad recognize all other members of the squad as secondary trainers. When one or more animal minion(s) are located at an action site, they may be positioned by the GC or encountered randomly. In the latter case, the animals are encountered if the GC rolls a natural 1 when the agents enter a new location within the action site (see Personnel on page 246 of the Spycraft Espionage Handbook). When a GC adds an animal to a villain’s gear using the villain’s BP or GP, he should consult the rules for Animals as Gear (see page 21). Finally, a GC may add one or more augmentations to any animal minion or animal minion squad featured in one of his serials, at the following MP costs and with the following effects. Unless otherwise specified, animal augmentations are not available to Agency personnel, including agents.

Table 1.10: Animal Armor Armor Name Improvised Armor** Light Armor Medium Armor Heavy Armor

BP Cost N/A 20 40 60

DB +0 +0 –2 –2

DR 1 2 3 4

Weaknesses C, E C, E C, E C, E

MDB +2 +3 +2 +1

ACP* –2 –4 –6 –8

Speed –5 ft. –10 ft. –15 ft. –20 ft.

Weight 10 lbs. 20 lbs. 40 lbs. 80 lbs.

Actual Cost N/A $1,000 $2,000 $3,000

* All Spycraft armor rules apply to animal armor (see the Modern Arms Guide, page 138). The Armor Group Proficiency (Light) feat is required to avoid suffering an armor check penalty with light armor, the Armor Group Proficiency (Medium) feat is required to avoid suffering an armor check penalty with medium armor, and the Armor Group Proficiency (Heavy) feat is required to avoid suffering an armor check penalty with heavy armor. ** An agent may improvise animal armor in 10 minutes with a successful Mechanics or Craft (Steelworking) check (DC 15).

Table 1.11: Size Modifiers Size Fine (F) Diminutive (D) Tiny (T) Small (S) Medium (M) Large (L) Huge (H) Gargantuan (G) Colossal (C)

Defense +8 +4 +2 +1 +0 –1 –2 –4 –8

Attack Checks +8 +4 +2 +1 +0 –1 –2 –4 –8

Hide Checks +16 +12 +8 +4 +0 –4 –8 –12 –16

* These values are rounded up. ** These values are rounded down.

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Wounds 1/4 × Con* 1/3 × Con* 1/2 × Con* 2/3 × Con* equal to Con 1 1/2 × Con** 2 × Con 3 × Con 4 × Con

Encumbrance 1/8 × standard* 1/4 × standard* 1/2 × standard* 3/4 × standard* standard 2 × standard 4 × standard 8 × standard 16 × standard

legion • A weapon that must be thrown — including most hurled weapons and all rope weapons — may be added to an animal, but may never be thrown (thus, a thrown explosive could be added to an animal in order to facilitate a trained suicide run).

animal’s concealment to one-half. The animal loses this concealment altogether when attacked by a character who can see in the infrared or ultraviolet parts of the light spectrum (by virtue of gear, abilities, etc.). An animal may gain this augmentation only once. Dominated (1 MP per minion, 2 MP per squad): The animal’s actions are controlled by a special character of the GC’s choice (perhaps using technology, perhaps using a more exotic contrivance, such as mind control or chemical scent triggers). If the animal is controlled technologically, the control signal possesses a power rating of +6. An animal may gain this augmentation only once. Monstrous (4 MP per minion, 8 MP per squad): The animal is abnormally large, its size category increasing by 1 (e.g. from Small to Medium, from Medium to Large, etc.). The animal’s statistics, skill check modifiers, and carry capacity limits are adjusted by the difference between its old and new sizes, as shown on Table 1.11: Size Modifiers (see page 22). An animal may gain this augmentation multiple times, each time increasing its size category by an additional 1 (to a maximum size of Colossal). Weapon System, Standard (3 MP per minion, 6 MP per squad): The animal commands a weapon that is strapped onto or implanted into its body. Any weapon in the Modern Arms Guide may be added to an animal, with the following exceptions and modifications.

The cost of the chosen weapon must be paid separately. Further, the animal’s attack bonus with the weapon is equal to its appropriate ability modifier + 1⁄2 its highest attack bonus with any of its natural weapons (rounded up). The animal does not possess the appropriate Weapon Group Proficiency to use the weapon, though it is assumed to become proficient with the specific weapon system a number of days after its installation equal to 20 minus its Wisdom modifier. Finally, an animal may never reload a weapon (though someone else may). All of the animal’s attacks with a standard weapon system are controlled either by command or by remote control (if the animal possesses the dominated augmentation). The weapon system’s control trigger must be chosen when it is installed. An animal may gain this augmentation multiple times, each time gaining a new standard weapon (to a maximum number of combined standard and exotic weapons as determined by its size: Tiny to Medium: 1, Large to Huge: 2, Gargantuan: 4, Colossal: 8). An animal is always restricted to the standard Spycraft rules regarding the number of attacks it may make during each round, no matter how many weapons it possesses. Weapon System, Exotic (MP cost varies): The animal commands a super-science or similarly unusual weapon that is strapped onto or implanted into its body, chosen from Table 1.13: Exotic Animal Weapon Systems (see page 24). The animal’s attack bonus with the weapon is equal to its appropriate ability modifier + 1⁄2 its highest attack bonus with any of its natural weapons (rounded up). The animal does not possess the appropriate

• The animal’s size category must exceed the weapon’s category by at least 1. • A weapon that must be thrust or swung — including most melee and exotic weapons — may only be added to an animal’s limbs, and only if the animal is capable of positioning its limb to effectively attack with it. For example, a sword could be added to a bear’s forepaws, but not its hind paws or any of a dog’s paws, while nunchaku could be added to a monkey but not a cheetah.

Table 1.12: Animal Minion Costs Size Fine Diminutive Tiny Small Medium Large Huge Gargantuan Colossal

Animal MP Cost 1 × challenge rating 2 × challenge rating 3 × challenge rating 4 × challenge rating 5 × challenge rating 6 × challenge rating 7 × challenge rating 8 × challenge rating 10 × challenge rating

Squad MP Cost*† 2 × challenge rating 4 × challenge rating 6 × challenge rating 8 × challenge rating 10 × challenge rating 12 × challenge rating 14 × challenge rating 16 × challenge rating 20 × challenge rating

* The number of animals in each animal minion squad is determined as standard with human minions (see the Spycraft Espionage Handbook, page 244). † The cost of an animal squad includes the cost of each individual animal in that squad — the GC need not pay the cost of each individual animal in addition to a full squad’s cost.

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mastermind Weapon Group Proficiency to use the weapon, though it is assumed to become proficient with the specific weapon system a number of days after its installation equal to 20 minus its Wisdom modifier. All of the animal’s attacks with a standard weapon system are controlled either by command or by remote control (if the animal possesses the dominated augmentation). The weapon system’s control trigger must be chosen when it is installed. An animal may never replace or recharge any exotic weapon’s battery, though someone else may. The cost of each recharge or replacement battery for an exotic animal weapon system is equal to the weapon’s original cost divided by 2 (rounded down, minimum 1 MP). An animal may gain this augmentation multiple times, each time gaining a new exotic weapon (to a maximum number of combined standard and exotic weapons as determined by its size: Tiny to Medium: 1, Large to Huge: 2, Gargantuan: 4, Colossal: 8). An animal is always restricted to the standard Spycraft rules regarding the number of attacks it may make during each round, no matter how many weapons it possesses.

Unless otherwise stated, an animal minion or animal minion squad may gain a maximum number of augmentations equal to its challenge rating. This limit does not apply to the number of times an animal minion or animal minion squad may gain each augmentation (as shown in each augmentation description). Unless otherwise stated, animal augmentations are unavailable to agents.

Animal Profiles The following profiles provide a representative sample of animals that masterminds and agents are likely to utilize or encounter. Each is presented with three BP or GP costs, for wild, domesticated, and trained specimens, respectively. Alligator/Crocodile: These two closely-related predatory reptiles prefer to lay in ambush submerged, looking very much like floating logs, until an unfortunate victim comes within range.

Table 1.13: Exotic Animal Weapon Systems Min. Animal Weapon Name Size MP Cost* Recoil Claws/Teeth, Metal Diminutive 1/2 — Claws/Teeth, Metal Tiny 2/4 — Claws/Teeth, Metal Small 3/6 — Claws/Teeth, Metal Medium 4/8 — Claws/Teeth, Metal Large 5/10 — Claws/Teeth, Metal Huge 6/12 — Dartgun, Tiny Small 1 + contagion/ 0 2 + contagion † Dartgun, Small Medium 3 + contagion/ 0 6 + contagion † Dartgun, Medium Large 5 + contagion/ 0 10 + contagion † Dartgun, Large Huge 7 + contagion/ 0 14 + contagion † Laser, Tiny Small 3/6 0 Laser, Small Medium 6/12 0 Laser, Medium Large 12/24 0 Laser, Large Huge 24/48 0 Spike Driver, Tiny†† Small 1/2 8 Spike Driver, Small†† Medium 2/4 12 Spike Driver, Medium†† Large 4/8 16 Spike Driver, Large†† Huge 8/16 20

Accuracy Damage +0 +1** +0 +1d2** +0 +1d4** +0 +1d6** +0 +1d8** +0 +1d10** +0 1 + contagion†

Error 1 1 1 1 1 1 1–2

Threat 20 20 20 20 20 20 —

Range Increment — — — — — — 5 ft. (max. 50 ft.)

Qualities & Mods — — — — — — PW

+0

1d2 + contagion†

1–2



10 ft. (max. 100 ft.)

PW

+0

1d4 + contagion†

1–2



15 ft. (max. 150 ft.)

PW

+0

1d6 + contagion†

1–2



20 ft. (max. 200 ft.)

PW

+0 +0 +0 +0 +0 +0 +0 +0

3d6 3d8 3d10 3d12 2d6 2d8 2d10 2d12

1 1 1 1 1 1 1 1

18–20 18–20 18–20 18–20 20 20 20 20

50 ft. (max. 500 ft.) 100 ft. (max. 1,000 ft.) 200 ft. (max. 2,000 ft.) 400 ft. (max. 4,000 ft.) 5 ft. (max. 50 ft.) 5 ft. (max. 50 ft.) 10 ft. (max. 100 ft.) 10 ft. (max. 100 ft.)

AP, PW AP, PW AP, PW AD, PW PW PW PW PW

* The cost before the slash is for a single animal minion, while the cost after the slash is for an entire animal minion squad. ** This bonus damage is added to each successful hit with the animal’s claws or teeth. Further, if the animal’s attack typically inflicts subdual damage, it inflicts normal damage when this weapon system is applied. † The cost of each application of any contagion applied must be paid separately. †† A miniature rail gun, this weapon magnetically propels metal spikes toward the enemy.

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legion Alligator/Crocodile (animal — 24/36/48 BP): CR 2 (3d8 vitality). SZ M; v/wp 26/17; Init +1 (+1 Dex); Spd 15 ft., swim 30 ft.; Def 11 (+1 Dex); Atk: bite +6 (dmg 1d8+6 normal, error 1, threat 20), tail slap +6 (dmg 1d12+6 subdual, error 1); Face 2 squares (long); Reach 1 square; SA drag under (see below); SQ AMB, CLD, CMF (Swamp), DIV, NAR (DR 3/FE), PRI; SV Fort +6, Ref +4, Will +2; Str 19, Dex 12, Con 17, Int 2, Wis 12, Cha 2; Skills: Hide +7, Listen +5, Spot +5. Feats: Savage Attack. Special (Drag Under): In combat, an alligator or crocodile always attempts to grapple (see the Spycraft Espionage Handbook, page 172). Once it has successfully grappled an opponent, it gains a +4 circumstance bonus with all Strength and hold checks made each turn. Additionally, it automatically inflicts its standard bite damage at the end of each round during which its victim does not break free. Finally, if a sufficiently deep body of water is available, the animal attempts to drag its victim underwater (see the Spycraft Espionage Handbook, page 231).

Bear, Brown (animal — 48/72/96 BP): CR 4 (6d8 vitality). SZ L; v/wp 54/28; Init +1 (+1 Dex); Spd 40 ft.; Def 10 (–1 size, +1 Dex); Atk: claws (×2) +11 (dmg 1d8+8 normal, error 1, threat 20), bite +6 (dmg 2d8+4 normal, error 1, threat 20); Face 2 squares (long); Reach 1 square; SA None; SQ NAR (DR 4/FE), PRI, SNT; SV Fort +9, Ref +6, Will +3; Str 27, Dex 13, Con 19, Int 2, Wis 12, Cha 6; Skills: Listen +4, Spot +7, Swim +2, Survival +8. Feats: Savage Attack. Bear, Polar (animal — 64/96/128 BP): CR 5 (8d8 vitality). SZ L; v/wp 54/28; Init +1 (+1 Dex); Spd 40 ft., swim 30 ft.; Def 10 (–1 size, +1 Dex); Atk: claws (×2) +13 (dmg 1d8+8 normal, error 1, threat 20), bite +8 (dmg 2d8+4 normal, error 1, threat 20); Face 2 squares (long); Reach 1 square; SA None; SQ ARC, CMF (Snow), NAR (DR 4/FE), PRI, SNT; SV Fort +10, Ref +7, Will +3; Str 27, Dex 13, Con 19, Int 2, Wis 12, Cha 6; Skills: Hide –2, Listen +4, Spot +7, Swim +6, Survival +8. Feats: Savage Attack. Camel: Ill-tempered and smelly, the “ship of the desert” is still one of the most effective means of transport across sandy wastelands.

Bat: Most bats are harmless to anything but fruit crops and insects. Bat, Standard (animal — 1/2/3 BP): CR 1⁄10 (no vitality). SZ D; v/wp 0/2; Init +2 (+2 Dex); Spd 5 ft., fly 40 ft.; Def 16 (+2 Dex, +4 dodge); Atk: None; Face 1 square; Reach same square; SA None; SQ NOC, SNR; SV Fort +2, Ref +4, Will +2; Str 1, Dex 15, Con 10, Int 2, Wis 14, Cha 4; Skills: Listen +9, Move Silently +6, Spot (sonar only) +9. Feats: None.

Camel (animal — 2/3/4 GP): CR 1 (3d6 vitality). SZ L; v/wp 19/21; Init +3 (+3 Dex); Spd 50 ft.; Def 13 (–1 size, +3 Dex, +1 dodge); Atk: bite +3 (dmg 1d4+6 normal, error 1, threat 20), kick +3 (dmg 1d8+6 subdual, error 1, threat 20); Face 2 squares (long); Reach 1 square; SA None; SQ MNT, SNT; SV Fort +5, Ref +6, Will +1; Str 18, Dex 16, Con 14, Int 1, Wis 11, Cha 2; Skills: Listen +5, Spot +5. Feats: None.

Bat, Vampire (animal — 2/3/4 BP): CR 1⁄10 (no vitality). SZ D; v/wp 0/2; Init +2 (+2 Dex); Spd 5 ft., fly 40 ft.; Def 16 (+2 Dex, +4 dodge); Atk: bite +4 (dmg Special*, error 1); Face 1 square; Reach same square; SA None; SQ NOC, SNR; SV Fort +2, Ref +4, Will +2; Str 1, Dex 15, Con 10, Int 2, Wis 14, Cha 4; Skills: Listen +9, Move Silently +6, Spot (sonar only) +9. Feats: None. * Each successful hit inflicts 1 temporary point of Constitution damage.

Cheetah: The fastest land predators on the planet, cheetahs can bring down gazelles and motorcyclists with equal aplomb. Cheetah (animal — 24/36/48 BP): CR 2 (3d8 vitality). SZ M; v/wp 23/15; Init +4 (+4 Dex); Spd 50 ft.; Def 16 (+4 Dex, +2 dodge); Atk: claws (×2) +5 (dmg 1d2+1 normal, error 1, threat 20), bite +6 (dmg 1d6+3 normal, error 1, threat 20); Face 1 square; Reach 1 square; SA sprint (see below), trip +2 (see below); SQ PRI; SV Fort +5, Ref +7, Will +2; Str 16, Dex 19, Con 15, Int 2, Wis 12, Cha 6; Skills: Hide +7, Listen +5, Move Silently +8, Spot +5, Tumble +8. Feats: Savage Attack, Weapon Finesse (Bite, Claws). Special (Sprint): Once per hour as a full action, a cheetah may take a charge action to move 10 × its standard speed (500 ft.). The threat range of the bite attack made at the end of this charge is 17–20. Special (Trip): The cheetah gains a +2 competence bonus with all standard trip attack actions.

Bear: Black bears are omnivorous and rarely dangerous unless provoked, while brown bears and polar bears are notoriously ill-tempered under the best of circumstances. Bear, Black (animal — 24/36/48 BP): CR 2 (3d8 vitality). SZ M; v/wp 23/15; Init +1 (+1 Dex); Spd 40 ft.; Def 11 (+1 Dex); Atk: claws (×2) +6 (dmg 1d4+4 normal, error 1, threat 20), bite +1 (dmg 1d6+2 normal, error 1, threat 20); Face 1 square; Reach 1 square; SA None; SQ NAR (DR 1/FE), SNT; SV Fort +5, Ref +4, Will +2; Str 19, Dex 13, Con 15, Int 2, Wis 12, Cha 6; Skills: Climb +6, Listen +4, Spot +7, Swim +8, Survival +8. Feats: Savage Attack.

25

mastermind Dog: This animal category includes all domestic canines. Lap dogs are primarily used for companionship, while work dogs include the “seeing eye” variety.

Dog, Work (animal — 4/6/8 BP): CR 1 (1d4 vitality). SZ M; v/wp 6/15; Init +2 (+2 Dex); Spd 40 ft.; Def 16 (+2 Dex, +4 dodge); Atk: bite +3 (dmg 1d6+3 normal, error 1, threat 20); Face 1 square; Reach 1 square; SA None; SQ CLV, PCK, SNT, TRK; SV Fort +5, Ref +5, Will +1; Str 15, Dex 15, Con 15, Int 2, Wis 12, Cha 6; Skills: Listen +5, Spot +5, Swim +5, Survival +1. Feats: None.

Gorilla (animal — 24/36/48 BP): CR 2 (4d6 vitality). SZ M; v/wp 24/14; Init +2 (+2 Dex); Spd 30 ft., climb 30 ft.; Def 13 (+2 Dex, +1 dodge); Atk: claws (×2) +7 (dmg 1d6+5 normal, error 1, threat 20), bite +2 (dmg 1d6+2 normal, error 1, threat 20); Face 1 square; Reach 1 square; SA None; SQ CLV, MAN, NAR (DR 1/FE), primate intelligence (see below), SNT; SV Fort +6, Ref +6, Will +2; Str 21, Dex 15, Con 14, Int 2, Wis 12, Cha 7; Skills: Climb +18, Listen +6, Spot +6. Feats: Savage Attack. Special (Primate Intelligence): As some of humanity‘s closest cousins, gorillas and other primates of similar size possess significantly more evolved reasoning ability than many other mammals. This makes it possible for masterminds with the proper resources to raise them to human-level intelligence with relatively little effort. The BP cost to teach a gorilla the cute, smart, or wise tricks is reduced to 1⁄2 standard (rounded up). Further, a gorilla may be taught any of these tricks up to 6 times.

Elephant: Used for centuries as mounts, beasts of burden, and engines of war, elephants are equally terrifying and open to training.

Great Cat: This animal category includes “generic” Medium-size predatory felines (e.g. cougars, jaguars, panthers, leopards, etc.).

Elephant (animal — 3/5/6 GP): CR 8 (11d6 vitality). SZ H; v/wp 96/42; Init +0; Spd 40 ft.; Def 2 (–8 size); Atk: slam +16 (dmg 2d6+10 normal, error 1, threat 20), stamp (×2) +11 (dmg 2d6+5 normal, error 1, threat 20), gore +16 (dmg 2d8+15 normal, error 1, threat 20); Face 8 squares (2×4); Reach 2 squares; SA trample (see below); SQ NAR (DR 6/FE), MAN, MNT; SV Fort +12, Ref +7, Will +4; Str 30, Dex 10, Con 21, Int 2, Wis 13, Cha 7; Skills: Listen +6, Spot +6, Survival +2. Feats: None. Special (Trample): As a full action, an elephant may move up to its full speed, ending its movement in the first occupied square through which it attempts to pass. Each occupant of Medium size or smaller suffers damage as if successfully attacked with the elephant’s gore attack. Each victim may make a Reflex save (DC 20) to reduce this damage to 1⁄2 standard (rounded down). If the elephant begins its initiative count in an occupied square, it may only use this attack to target occupants of that square (though it may move as standard and then use this attack against other targets during later rounds).

Great Cat (animal — 24/36/48 BP): CR 2 (3d8 vitality). SZ M; v/wp 23/15; Init +4 (+4 Dex); Spd 40 ft., climb 20 ft.; Def 15 (+4 Dex, +1 dodge); Atk: claws (×2) +5 (dmg 1d3+1 normal, error 1, threat 20), bite +6 (dmg 1d6+3 normal, error 1, threat 20); Face 1 square; Reach 1 square; SA pounce (see below); SQ AMB, CMF (Forest or Jungle), PRI, SNT; SV Fort +5, Ref +7, Will +2; Str 16, Dex 19, Con 15, Int 2, Wis 12, Cha 6; Skills: Listen +6, Hide +6, Move Silently +9, Spot +6, Survival +6. Feats: Savage Attack, Weapon Finesse (Bite, Claws). Special (Pounce): During a surprise round, a great cat may perform a charge action as a half action. At any other time, a great cat may charge as a full action (as standard), but attacks once with each of its natural weapons at the end of the charge.

Dog, Lap (animal — 2/3/4 BP): CR 1 (1d2 vitality). SZ S; v/wp 3/10; Init +3 (+3 Dex); Spd 40 ft.; Def 15 (+1 size, +3 Dex, +1 dodge); Atk: bite +0 (dmg 1d4–1 normal, error 1, threat 20); Face 1 square; Reach 1 square; SA None; SQ CLV, SNT; SV Fort +3, Ref +5, Will +1; Str 9, Dex 17, Con 13, Int 2, Wis 12, Cha 10; Skills: Listen +5, Spot +5, Swim +5. Feats: None.

Horse: This animal category includes a wide array of equines used as mounts and draft animals. Arabian horses are generally considered the most attractive, intelligent, and capable breed, and are often adopted as mounts. Racing horses are bred for all-out speed, while riding horses are typically selected for docility and endurance. Work horses are primarily draft animals, long since bred away from their roots as mounts for armored knights.

Gorilla: A favored guardian of physically weak masterminds and henchmen, gorillas are feared as much in the world of superspies as in their mountainous homelands.

Arabian Horse (animal — 3/5/6 GP): CR 1 (3d6 vitality). SZ L; v/wp 19/22; Init +1 (+1 Dex); Spd 50 ft.; Def 12 (–1 size, +1 Dex, +2 dodge); Atk: hooves (×2) +2 (dmg 1d4+1 normal, error 1, threat 20); Face 2 squares (long); Reach 1 square; SA None; SQ CLV,

26

legion 1d3–4 normal, error 1, threat 20); Face 1 square; Reach 1 square; SA None; SQ CLV, MAN; SV Fort +2, Ref +4, Will +1; Str 3, Dex 15, Con 10, Int 2, Wis 12, Cha 5; Skills: Balance +10, Climb +13, Hide +13, Listen +4, Sleight of Hand +3, Spot +4. Feats: Weapon Finesse (Bite).

MNT, WBD; SV Fort +5, Ref +4, Will +3; Str 13, Dex 13, Con 15, Int 2, Wis 14, Cha 6; Skills: Listen +7, Spot +7. Feats: None. Race Horse (animal — 3/5/6 GP): CR 1 (3d6 vitality). SZ L; v/wp 19/22; Init +1 (+1 Dex); Spd 80 ft.; Def 14 (–1 size, +2 Dex, +3 dodge); Atk: hooves (×2) +2 (dmg 1d4+1 normal, error 1, threat 20); Face 2 squares (long); Reach 1 square; SA None; SQ MNT; SV Fort +5, Ref +4, Will +2; Str 13, Dex 15, Con 15, Int 2, Wis 12, Cha 6; Skills: Listen +6, Spot +6. Feats: None.

Raptor: This animal category includes most common birds of prey, such as hawks and falcons. Raptor (animal — 4/6/8 BP): CR 1⁄3 (1d4 vitality). SZ T; v/wp 4/3; Init +3 (+3 Dex); Spd 10 ft., fly 60 ft.; Def 17 (+2 size, +3 Dex, +2 dodge); Atk: claws +5 (dmg 1d4–2 normal, error 1, threat 20); Face 1 square; Reach same square; SA None; SQ DAY; SV Fort +2, Ref +5, Will +2; Str 6, Dex 17, Con 10, Int 2, Wis 14, Cha 6; Skills: Listen +6, Spot +14. Feats: Weapon Finesse (Claws).

Riding Horse (animal — 2/3/4 GP): CR 1 (3d6 vitality). SZ L; v/wp 19/22; Init +1 (+1 Dex); Spd 50 ft.; Def 12 (–1 size, +1 Dex, +2 dodge); Atk: hooves (×2) +2 (dmg 1d4+1 normal, error 1, threat 20); Face 2 squares (long); Reach 1 square; SA None; SQ MNT; SV Fort +5, Ref +4, Will +2; Str 13, Dex 13, Con 15, Int 2, Wis 12, Cha 6; Skills: Listen +6, Spot +6. Feats: None.

Rat: Depending on who you ask, rats are plagueridden vermin or cute and inquisitive companions. Rat (animal — 1/2/3 BP): CR 1⁄8 (no vitality). SZ D; v/wp 0/3; Init +2 (+2 Dex); Spd 15 ft., climb 15 ft.; Def 14 (+2 size, +2 Dex); Atk: bite +4 (dmg 1d3–4 normal, error 1, threat 20); Face 1 square; Reach same square; SA None; SQ CLV, SNT; SV Fort +2, Ref +4, Will +1; Str 2, Dex 15, Con 10, Int 2, Wis 12, Cha 2; Skills: Balance +10, Climb +12, Hide +18, Move Silently +10. Feats: Weapon Finesse (Bite).

Work Horse (animal — 1/2/3 GP): CR 1 (3d6 vitality). SZ L; v/wp 22/24; Init +0; Spd 40 ft.; Def 9 (–1 size); Atk: hooves (×2) +4 (dmg 1d6+3 normal, error 1, threat 20); Face 2 squares (long); Reach 1 square; SA none; SQ MNT, NAR (DR 2/FE); SV Fort +5, Ref +4, Will +2; Str 17, Dex 11, Con 17, Int 2, Wis 12, Cha 6; Skills: Listen +6, Spot +6. Feats: None. Lion: The largest land predators in many regions of the world, lions form familial prides, but may also be trained as individual fighters. Given their natural instinct to pulling down the weak, well-trained lions can systematically destroy entire parties of superspies.

Raven: Long recognized as one of the most intelligent bird species, the raven is often associated with death imagery due to its habit of scavenging human remains. This makes it an ideal companion for an agent team or mastermind looking to cultivate a certain… morbid image.

Lion (animal — 40/60/80 BP): CR 3 (5d8 vitality). SZ L; v/wp 36/22; Init +3 (+3 Dex); Spd 40 ft.; Def 15 (–1 size, +3 Dex, +3 dodge); Atk: claws (×2) +7 (dmg 1d4+5 normal, error 1, threat 20), bite +2 (dmg 1d8+2 normal, error 1, threat 20); Face 2 squares (long); Reach 1 square; SA pounce (see below); SQ CMF (Plains), PRI, SNT; SV Fort +6, Ref +7, Will +2; Str 21, Dex 17, Con 15, Int 2, Wis 12, Cha 6; Skills: Balance +7, Hide +4, Jump +5, Listen +5, Move Silently +11, Spot +5. Feats: Savage Attack. Special (Pounce): During a surprise round, a lion may perform a charge action as a half action. At any other time, a lion may charge as a full action (as standard), but attacks once with each of its natural weapons at the end of the charge.

Raven (animal — 2/3/4 BP): CR 1⁄6 (1d2 vitality). SZ D; v/wp 2/3; Init +2 (+2 Dex); Spd 10 ft., fly 40 ft.; Def 14 (+2 size, +2 Dex); Atk: claws +4 (dmg 1d2–5 normal, error 1, threat 20); Face 1 square; Reach 1 square; SA None; SQ CLV, SPC; SV Fort +2, Ref +4, Will +2; Str 1, Dex 15, Con 10, Int 2, Wis 14, Cha 6; Skills: Listen +6, Spot +6. Feats: None. Shark: Often characterized as the ultimate killing machines, sharks are the most universally feared aquatic predators on the planet. “Ordinary” Shark (animal — 56/84/112 BP): CR 2 (7d8 vitality). SZ L; v/wp 42/19; Init +2 (+2 Dex); Spd swim 60 ft.; Def 12 (–1 size, +2 Dex, +1 dodge); Atk: bite +7 (dmg 1d8+4 normal, error 1, threat 20); Face 2 squares (long); Reach 1 square; SA None; SQ NAR (DR 2/FE), PRI, SNT; SV Fort +6, Ref +7, Will +3; Str 17, Dex 15, Con 13, Int 1, Wis 12, Cha 2; Skills: Listen +7, Spot +7. Feats: None.

Monkey: With their dexterous hands and small size, monkeys are sometimes trained as thieves and pickpockets. Monkey (animal — 1/2/3 BP): CR 1⁄6 (no vitality). SZ T; v/wp 0/3; Init +2 (+2 Dex); Spd 30 ft., climb 30 ft.; Def 14 (+2 size, +2 Dex); Atk: bite +4 (dmg

27

mastermind Vitality Points

Great White Shark (animal — 80/120/160 BP): CR 4 (10d8 vitality). SZ H; v/wp 69/30; Init +2 (+2 Dex); Spd swim 60 ft.; Def 10 (–2 size, +2 Dex); Atk: bite +10 (dmg 2d6+7 normal, error 1, threat 20); Face 8 squares (2×4); Reach 2 squares; SA None; SQ NAR (DR 4/FE), PRI, SNT; SV Fort +9, Ref +9, Will +4; Str 21, Dex 15, Con 15, Int 1, Wis 12, Cha 2; Skills: Listen +7, Spot +7. Feats: None.

A Spycraft animal’s vitality points are equal to its d20 System™ hit points. A Spycraft animal’s vitality die is determined by its general category, as shown on Table 1.14: Converting Animal Vitality Dice (see below). The resulting vitality die is reduced by 1 die type per size category the animal is below Small — if this reduces the animal’s vitality die type below d2, the animal possesses no vitality dice and 0 vitality points.

Tiger: The world’s largest felines and some of the world’s most fearsome predators, tigers are nonetheless an endangered species, hunted for their attractive fur.

Table 1.14: Converting Animal Vitality Dice

Tiger (animal — 48/72/96 BP): CR 4 (6d8 vitality). SZ L; v/wp 46/25; Init +2 (+2 Dex); Spd 40 ft.; Def 14 (–1 size, +2 Dex, +3 dodge); Atk: claws (×2) +9 (dmg 1d8+6 normal, error 1, threat 20), bite +4 (dmg 2d6+3 normal, error 1, threat 20); Face 2 squares (long); Reach 1 square; SA pounce (see below); SQ AMB, CMF (Forest or Jungle), PRI; SV Fort +8, Ref +7, Will +3; Str 23, Dex 15, Con 17, Int 2, Wis 12, Cha 6; Skills: Balance +6, Hide +5, Listen +3, Move Silently +9, Spot +3, Swim +11. Feats: Savage Attack. Special (Pounce): During a surprise round, a tiger may perform a charge action as a half action. At any other time, a tiger may charge as a full action (as standard), but attacks once with each of its natural weapons at the end of the charge.

Category Pet Domestic Working Animal Beast of Burden Wild Herbivore Wild Carnivore

Vitality Die d2 (1⁄2 d4) d4 d6 d6 d8

Wound Points An animal’s wound points are determined by its Constitution score and its size, as shown on Table 1.15: Converting Animal Wound Points see below).

Wolf: The original stock from which domestic dogs descend, wolves are found in virtually every corner of the globe.

Table 1.15: Converting Animal Wound Points Animal Size Fine Diminutive Tiny Small Medium Large Huge Gargantuan Colossal

Wolf (animal — 18/27/36 BP): CR 1 (2d8 vitality). SZ M; v/wp 17/15; Init +2 (+2 Dex); Spd 50 ft.; Def 14 (+2 Dex, +2 dodge); Atk: bite +3 (dmg 1d6+1 normal, error 1, threat 20); Face 1 square; Reach 1 square; SA trip +1 (see below); SQ PCK, PRI, SNT; SV Fort +5, Ref +5, Will +1; Str 13, Dex 15, Con 15, Int 2, Wis 12, Cha 6; Skills: Hide +3, Listen +6, Move Silently +4, Spot +4, Survival +1. Feats: Weapon Finesse (Bite), Wolf Pack Basics. Special (Trip): The wolf gains a +1 competence bonus with all standard trip attack actions.

Wound Points Constitution score divided by 5* Constitution score divided by 4* Constitution score divided by 3* Constitution score divided by 2* Constitution score × 1 Constitution score × 1.5* Constitution score × 2* Constitution score × 3* Constitution score × 4*

* Rounded up.

Defense and Damage Reduction

Converting Animals from d20 to Spycraft

If an d20 System™ animal possesses a natural armor bonus and its Dexterity score is higher than its Constitution score, the Spycraft animal gains a dodge bonus to its Defense equal to its full d20 System™ natural armor bonus. If an d20 System™ animal possesses a natural armor bonus and its Constitution score is equal to or higher than its Dexterity score, one of two things happens, as follows (per the GC’s discretion):

The d20 System’s™ many support products offer a wealth of animal profiles with which a GC may populate his Spycraft world. Though the Spycraft engine is slightly different than the standard d20 System™, conversion is relatively painless, as follows. All animal statistics left undefined in the following sections are unchanged between standard d20 products and Spycraft.

28

legion Mixed Minion Gear

• The Spycraft animal gains a dodge bonus to its Defense equal to its full d20 System™ natural armor bonus.

According to the standard Spycraft rules, all members of a minion squad possess the same statistics and carry the same weapons and gear. While this may be the fastest way to field minions, it doesn’t allow for minions to have much diversity or character, nor does it allow for specialists within minion squads who rely upon different equipment or require special training. The following rules allow for such exceptions, providing the GC with much more control over his rank and file. At a cost of 5 MP per squad type, a minion squad may carry mixed weaponry. The GC assigns weapons that are carried by all minions in the squad as standard, paying for these weapons out of each minion’s BP allotment. These weapons are the squad’s primary weapons. Next, the GC may pool the remainder of each minion’s BP allotment together to form one BP pool from which secondary weapons are purchased. This secondary weapon BP pool may not contain more than 1⁄3 of each minion’s total BP allotment (rounded down). Unlike primary weapons, secondary weapons are purchased for the entire squad — that is, when 1 secondary weapon is purchased, the squad possesses 1 of that weapon that must be shared between all minions in the squad. Finally, the maximum number of secondary weapons any minion squad may possess when the squad comes into play is equal to 1⁄2 the number of minions in the squad (rounded up).

• The Spycraft animal gains a dodge bonus to its Defense equal to 1⁄2 its d20 System™ natural armor bonus (rounded down, minimum 1), as well as the natural armor (NAR) quality, which grants a number of points of damage reduction equal to 1⁄2 its d20 System™ natural armor bonus (rounded down, minimum 1).

Qualities There is no direct correlation between the animal qualities presented in this chapter and a d20 System™ animal’s statistics. The GC is advised to use common sense and a modicum of research when assigning qualities appropriate to the animals they design, and increasing the animal’s cost by either 5 BP or 1 GP per quality added, as appropriate.

BP or GP Cost If an animal is predominantly requisitioned as gear, it possesses a BP cost equal to the number of vitality dice it possesses × the maximum number that may be rolled on each of its vitality dice. Example: An alligator possesses 3d8 vitality dice. Its BP cost is 24 (3 × 8). If an animal is predominantly requisitioned as a mount, it possesses a GP cost is determined by its size, as shown on Table 1.16: Mount GP Costs by Size (see below).

Example: The GC builds a minion squad type featuring 6 minions, each of whom possesses a total BP allotment of 30. He decides that each of these minions carries 1 Heckler and Koch MP5SD submachinegun (15 BP), 1 knife (3 BP) and 100 rounds of standard military ball ammunition (2 BP), for a total cost of 20 BP per minion in the squad. Each minion carries these primary weapons at all times. Each minion then contributes 10 BP to the squad’s secondary weapon pool, for a total secondary weapon pool of 60 BP. The GC uses this pool to purchase 2 Ultimax Mk. 3 light machine guns (25 BP each) + 150 rounds of standard military ball ammunition for each (10 BP total). These secondary weapons must be shared between the squad’s minions — the GC chooses 2 of the minions to carry one of these weapons each.

Table 1.16: Mount GP Costs by Size Size Medium Large Huge Gargantuan Colossal

GP Cost 1 2 3 4 5

29

mastermind Robot: A character with the ‘robot’ type requires no sleep, air, nourishment or water, and cannot suffer subdual damage or critical hits. It is immune to level drain, ability damage, and all non-physical attacks. A robot need never make Will or Fortitude saves — except as a result of the takedown quality and when it suffers 50 or more points of damage in one hit, at which time it must make a fortitude save as standard. A robot never possesses vitality points, and never suffers any penalties for possessing no vitality. Should a character multi-class into or out of this class, he may thereafter never possess or gain vitality points under any circumstance. Hardness: An android is typically constructed from metals and other stiff materials, and as such possesses a hardness of 5. Further, an android is considered a hard target when determining the effects of tactical weapons and vehicular ordinance (see the Modern Arms Guide, page 138). Upgrade: At 2nd level, the android gains 1 ability from the following list.

NPC CLASSES The following NPC classes are especially suited to villains of all sorts, and may provide many new challenges for seasoned agents.

Android Once only found in science fiction stories, roughly humanoid robots are starting to crop up in the arsenals of technologically advanced masterminds. This unexpected development has caught the Agency’s R&D division flat-footed, leaving the egg-heads pouring over captured Gal-Bots™ to find ways to battle and replicate them. MP Cost: 4 per level + 0 (vitality die).

Full Skills The android’s full skills and key abilities are: Full Skill Search Spot

Key Ability Int Wis

Advanced Programming: The android gains 3 ranks in 1 skill. The android may choose this option multiple times, each time gaining 3 ranks in 1 different skill. The skill ranks gained from this ability do not stack with skill ranks gained from feats or class abilities (such as specialty). Combat Programming: The android gains 1 basic or ranged combat feat. It must meet all prerequisites of this feat before choosing it. The android may choose this option up to 3 times, each time gaining 1 additional basic or ranged combat feat with the same restrictions. Improved Articulation: The android’s speed is increased by 10 ft. The android may choose this option only once. Reinforced Exoskeleton: The android gains 5 wound points. The android may choose this option multiple times, each time gaining 5 additional wound points.

Half Skills The android’s half skills and key abilities are: Half Skill Computers Electronics Mechanics Surveillance

Key Ability Int Int Int Wis

Class Features All of the following are class features of the android. Starting Feats: The android gains the following feats at 1st level. Weapon Group Proficiency (Handgun) Weapon Group Proficiency (Melee) Weapon Group Proficiency (Rifle) Weapon Group Proficiency (Tactical)

Table 1.17: The Android (NPC Class) Lvl 1 2 3 4 5 6 7 8 9 10

Vitality Pts 0 0 0 0 0 0 0 0 0 0

Base Att Bon +1 +2 +3 +4 +5 +6 +7 +8 +9 +10

Fort Save +2 +3 +3 +4 +4 +5 +5 +6 +6 +7

Ref Save +1 +2 +2 +2 +3 +3 +4 +4 +4 +5

Will Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3

30

Def Bon +0 +1 +1 +2 +2 +2 +3 +3 +4 +4

Init Bon +1 +1 +2 +2 +3 +4 +4 +5 +5 +6

Special Hardness 5, robot Upgrade Upgrade Upgrade Upgrade Upgrade

legion Class Features

Thickened Armor: The android’s hardness is increased by 2. The android may choose this option multiple times, each time increasing its hardness by an additional 2. Weapons Suite: The android gains 2 GP that must be spent to requisition gadgets and/or vehicular ordinance (all of which is built into the android’s body and may not be removed). The android may choose this option multiple times, each time gaining an additional 2 GP with the same restrictions.

All of the following are class features of the gangster. Starting Feats: At 1st level, the gangster gains the following feats. Armor Group Proficiency (Light) Weapon Group Proficiency (Handgun) Weapon Group Proficiency (Hurled) Weapon Group Proficiency (Melee) Weapon Group Proficiency (Rifle)

At 4th level and for every 2 class levels gained thereafter, the android gains 1 additional ability chosen from this list.

Gangster Drawn from the ranks of the world’s most dangerous criminal syndicates and street gangs, these individuals cut menacing figures. Masterminds frequently use these thugs as cheap muscle, or to “adjust” the attitudes of stubborn opponents. MP Cost: 3 per level + 15 (vitality die).

Full Skills The full skills and key abilities of the gangster are: Full Skill Knowledge (Underworld) Intimidate

Key Ability Dex Str or Cha

Half Skills The half skills and key abilities of the gangster are: Half Skill Driver Innuendo Sense Motive Spot

Key Ability Dex Cha Wis Wis

Table 1.18: The Gangster (NPC Class) Lvl 1 2 3 4 5 6 7 8 9 10

Vitality Pts 8 12 17 21 26 30 35 39 44 48

Base Att Bon +0 +1 +2 +3 +3 +4 +5 +6 +6 +7

Fort Save +1 +2 +2 +2 +3 +3 +4 +4 +4 +5

Ref Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3

Will Save +1 +2 +2 +2 +3 +3 +4 +4 +4 +5

31

Def Bon +1 +1 +2 +2 +3 +4 +4 +5 +5 +6

Init Bon +1 +2 +3 +3 +4 +5 +6 +6 +7 +8

Special Organized crime Strongarm

Made man

Vicious attack

mastermind Half Skills

Organized Crime: At 1st level, the gangster gains all the benefits of 1 department option chosen from the organized crime macro-department, including its bonus feat (see the Fixer/Pointman Class Guide, page 34). Strongarm: At 2nd level, when the gangster makes any Bureaucracy, Diplomacy, Gather Information or Intimidate check, he applied both his Strength and his Charisma modifiers (if positive). Made Man: At 6th level, when making an Intimidate check to influence a criminal or civilian target’s disposition, the gangster gains a competence bonus equal to his class level. The gangster only gains this bonus if he has previously identified himself as a representative of his criminal organization. Vicious Attack: At 10th level, when the gangster makes a melee or ranged attack and scores a threat (but he doesn’t activate it as a critical hit), his attack instead inflicts the weapon’s maximum standard damage (e.g. 8 points of damage with a weapon that typically inflicts 1d8 damage). Additional damage from other sources — including sneak attack damage and action dice spent to increase a damage roll — is rolled as standard.

The half skills and key abilities of the gunner are: Half Skill Driver Mechanics

Class Features All of the following are class features of the gunner. Starting Feats: At 1st level, the gunner gains the following feats. Armor Group Proficiency (Light) Armor Group Proficiency (Medium) Armor Group Proficiency (Heavy) Weapon Group Proficiency (Handgun) Weapon Group Proficiency (Melee) Weapon Group Proficiency (Tactical) Specialty: At 1st level, the gunner gains 3 ranks in the Craft (Gunsmithing) skill. Rock n’ Roll: At 2nd level, when the gunner takes a brace action with a tactical weapon, his recoil penalty, if any, is reduced by 4. This benefit applies in addition to the brace action’s standard benefit. Bonus Feat: At 4th level, the gunner gains 1 feat chosen from the following list: Flamer Basics, Machinegun Basics, Mortar Basics, Rocket Basics. At 10th level, the gunner gains the corresponding Mastery feat (e.g. if he chose Flamer Basics at 4th level, he gains Flamer Mastery at 10th level). In both cases, the gunner must meet all prerequisites for the feat before choosing it. Boomstick: At 6th level, the gunner gains either 15 BP or 3 GP, which he may only spend to requisition tactical weapons or personal or vehicular ordinance and ammunition. Gunnery: At 8th level, the gunner may fire vehiclemounted weapons that require 1 full action or 2 half actions to operate — such as guided missile launchers —

Gunner Commonly found in military organizations, gunners are heavy weapons experts par excellance. Heavily armed and often rambunctious, these characters are found in small specialist support units fielded by military-minded masterminds, and amongst crews assigned to heavy vehicles, such as tanks and warships. MP Cost: 3 per level + 15 (vitality die).

Full Skills The full skills and key abilities of the gunner are: Full Skill Craft (Gunsmithing) Spot Survival

Key Ability Dex Int

Key Ability Int Wis Wis

Table 1.19: The Gunner (NPC Class) Lvl 1 2 3 4 5 6 7 8 9 10

Vitality Pts 8 12 17 21 26 30 35 39 44 48

Base Att Bon +1 +2 +3 +4 +5 +6 +7 +8 +9 +10

Fort Save +1 +2 +2 +2 +3 +3 +4 +4 +4 +5

Ref Save +1 +2 +2 +2 +3 +3 +4 +4 +4 +5

Will Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3

32

Def Bon +0 +1 +1 +2 +2 +2 +3 +3 +4 +4

Init Bon +1 +2 +3 +3 +4 +5 +6 +6 +7 +8

Special Specialty (Craft (Gunsmithing)) Rock n’ roll Bonus feat Boomstick Gunnery Bonus feat

legion Move Silently

with 1 half action. Additionally, when using a vehicle-mounted weapon, the gunner may make attack actions that normally require 1 full action or 2 half actions — such as autofire or strafe — with 1 half action.

Half Skills The mad bomber’s half skills and key abilities are: Half Skill Disguise Driver

Mad Bomber Saboteurs of the highest caliber, mad bombers are dangerous opponents who are often utilized by terrorist and guerrilla groups. MP Cost: 3 per level + 10 (vitality die).

Full Skills The mad bomber’s full skills and key abilities are: Full Skill Concentration Demolitions Hide

Dex

Key Ability Wis Int Dex

33

Key Ability Cha Dex

mastermind Electronics Open Lock

Int Dex

tactics, and those who fight covert battles against a superior foe. MP Cost: 2 per level + 10 (vitality die).

Class Features Full Skills

All of the following are the class features of the mad bomber. Starting Feats: At 1st level, the mad bomber gains the following feats. Armor Group Proficiency (Light) Weapon Group Proficiency (Handgun) Weapon Group Proficiency (Hurled) Weapon Group Proficiency (Melee) Weapon Group Proficiency (Tactical)

The resistance fighter’s full skills and key abilities are: Full Skill Hide Intimidate Survival

Key Ability Dex Str or Cha Wis

Half Skills The resistance fighter’s half skills and key abilities are:

Specialty: At 1st level, the mad bomber gains 3 ranks in the Demolitions skill. Explosives Basics: At 2nd level, the mad bomber gains the Explosives Basics feat. He need not meet the prerequisites for this feat. Boom Box: At 4th level, the mad bomber gains an additional 15 BP, which he may only spend to requisition explosives, grenades, and mines. At 8th level, the mad bomber gains an additional 15 BP (for a total gain of 30 BP), with the same restrictions. Explosives Mastery: At 6th level, the mad bomber gains the Explosives Mastery feat. Chain Reaction: At 10th level, the mad bomber learns many insidious ways to catch his demolition targets by surprise. When a character suffers blast damage from an explosive device planted by the mad bomber, that character may not benefit from feats, abilities, and other agent options that reduce the damage he suffers from the detonation — including evasion.

Half Skill Bluff Craft (any one) Demolitions Driver First Aid Surveillance

Key Ability Cha Int Int Dex Wis Wis

Class Features All of the following are class features of the resistance fighter. Starting Feats: At 1st level, the resistance fighter gains the following feats. Armor Group Proficiency (Light) Weapon Group Proficiency (Handgun) Weapon Group Proficiency (Hurled) Weapon Group Proficiency (Melee) Weapon Group Proficiency (Rifle) Cause: At 1st level, the DCs of all skill checks made to seduce or alter the resistance fighter’s disposition are increased by 2. Ambush Tactics: At 2nd level, the resistance fighter gains a +2 competence bonus with all awareness checks made to determine surprise. Further, the DCs of all awareness checks made to detect an ambush set up by

Resistance Fighter Guerrillas, freedom fighters, terrorists — these dedicated and savage warriors fight underground wars against the Powers That Be. Resistance fighters are frequently employed by masterminds favoring hit-and-run

Table 1.20: The Mad Bomber (NPC Class) Lvl 1 2 3 4 5 6 7 8 9 10

Vitality Pts 6 9 13 16 20 23 27 30 34 37

Base Att Bon +0 +1 +2 +3 +3 +4 +5 +6 +6 +7

Fort Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3

Ref Save +2 +3 +3 +4 +4 +5 +5 +6 +6 +7

Will Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3

34

Def Bon +1 +2 +3 +3 +4 +5 +6 +6 +7 +8

Init Bon +1 +1 +2 +2 +3 +4 +4 +5 +5 +6

Special Specialty (Demolitions) Explosives Basics Boom box (15 BP) Explosives Mastery Boom box (30 BP) Chain reaction

legion Full Skill Driver Craft (any one) Profession (any one)

the resistance fighter are increased by 2. At 10th level, the resistance fighter gains an additional +2 competence bonus with all awareness checks made to determine surprise (for a total bonus of +4). Further, the DCs of all awareness checks made to detect an ambush set up by the resistance fighter are increased by an additional 2 (for a total increase of 4). Guerrilla Warfare: At 6th level, the resistance fighter gains 1 feat chosen from the following list: Daring Ambush, Escape and Evasion Training, Explosives Basics, Hidden Run, Mine Basics, Poison Basics, Rocket Basics. The resistance fighter must meet all prerequisites for the feat before choosing it.

Key Ability Dex Int Wis

Half Skills The sleeper’s half skills and key abilities are: Half Skill Concentration Demolitions Hide Move Silently Spot Any one skill

Sleeper Brainwashed by shadowy organizations, these ticking time bombs are almost impossible to detect. Unassuming and lethal, sleepers hide within the civilian populace until a handler or phrase activates them, then carry out their programming without pause or remorse. MP Cost: 4 per level + 10 (vitality die).

Key Ability Wis Int Dex Dex Wis Varies

Class Features All of the following are class features of the sleeper. Starting Feats: At 1st level, the sleeper gains the following feats. Armor Group Proficiency (Light) Armor Group Proficiency (Medium) Weapon Group Proficiency (Handgun) Weapon Group Proficiency (Melee)

Full Skills The sleeper’s full skills and key abilities are:

Table 1.21: The Resistance Fighter (NPC Class) Lvl 1 2 3 4 5 6 7 8 9 10

Vitality Pts 6 9 13 16 20 23 27 30 34 37

Lvl 1 2 3 4 5 6 7 8 9 10

Vitality Pts 6 9 13 16 20 23 27 30 34 37

Base Att Bon +0 +1 +2 +3 +3 +4 +5 +6 +6 +7

Fort Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3

Ref Save +2 +3 +3 +4 +4 +5 +5 +6 +6 +7

Will Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3

Def Bon +1 +2 +3 +3 +4 +5 +6 +6 +7 +8

Init Bon +1 +1 +2 +2 +3 +4 +4 +5 +5 +6

Special Cause Ambush tactics +2

Guerrilla warfare

Ambush tactics +4

Table 1.22: The Sleeper (NPC Class) Base Att Bon +1 +2 +3 +4 +5 +6 +7 +8 +9 +10

Fort Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3

Ref Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3

Will Save +2 +3 +3 +4 +4 +5 +5 +6 +6 +7

35

Def Bon +1 +1 +2 +2 +3 +4 +4 +5 +5 +6

Init Bon +1 +1 +2 +2 +3 +4 +4 +5 +5 +6

Special Programmed Killer Weapon of choice (attack) Weapon of choice (damage) Weapon of choice (error ranges) Weapon of choice (threat ranges)

mastermind Weapon Group Proficiency (Rifle) Weapon Group Proficiency (Tactical)

The special forces operator’s half skills and key abilities are: Half Skill Hide Profession (Military)

Programmed: At 1st level, the sleeper gains all the benefits of the programmed department, including its bonus feat (see page 115). Killer: At 2nd level, the sleeper may spend 2 action dice to activate any threat scored when making an attack as a critical hit (typically, minions cannot activate threats as critical hits at all). Weapon of Choice: At 4th level, the resistance fighter chooses 1 weapon as his ‘weapon of choice’, gaining a +1 competence bonus with all attack rolls when using it. At 6th level, each time the sleeper inflicts damage using his weapon of choice, the damage is increased by 2. At 8th level, the sleeper’s error ranges are decreased by 1 when using his weapon of choice. If this reduces his error range to less than 1, his error range becomes 1, and the sleeper’s opponents must spend 1 additional action die to convert each of his errors into a critical miss. At 10th level, the sleeper’s threat ranges are increased by 1 when using his weapon of choice.

Key Ability Dex Wis

Class Features All of the following are class features of the special forces operator. Starting Feats: At 1st level, the special forces operator gains the following feats. Armor Group Proficiency (Light) Armor Group Proficiency (Medium) Armor Group Proficiency (Heavy) Weapon Group Proficiency (Handgun) Weapon Group Proficiency (Hurled) Weapon Group Proficiency (Melee) Weapon Group Proficiency (Rifle) Weapon Group Proficiency (Tactical)

Department Training: At 1st level, the special forces operator gains all the benefits of either the special forces department (see the Soldier/Wheelman Class Guide, page 29), or 1 department option from the special operations macro-department (see the Fixer/Pointman Trained by the world’s most elite military units, special forces operators are known for their flexibility, Class Guide, page 36), including its bonus feat. coordination, and discipline on the field of battle. Terrain Training: At 2nd level, the special forces operator gains 1 feat chosen from the following list: MP Cost: 4 per level + 15 (vitality die). Aquatic Training, Arctic Training, Desert Training, Full Skills Forest Training, Jungle Training, Mountain Training, Swamp Training, Urban Training. The special forces The special forces operator’s full skills and key operator must meet all prerequisites for the feat before abilities are: choosing it. Full Skill Key Ability Demolitions Int Team Player: At 4th level, when the special forces Spot Wis operator makes a skill check to cooperate with another character, his cooperation bonus, if any, is increased Survival Wis by +1 (for a total cooperation bonus of +3). Half Skills At 8th level, when the special forces operator makes a skill check to cooperate with another character, his cooperation bonus, if any, is increased by an additional +1 (for a total cooperation bonus of +4). Lay Down Fire: At 6th level, the special forces operator gains the Lay Down Fire (NPC feat. Table 1.23: The Special Forces Operator Class) Coordinate Fire: Vitality Base Fort Ref Will Def Init At 10th level, the special forces Coordinate Lvl Pts Att Bon Save Save Save operator Bongains the Bon SpecialFire feat.

Special Forces Operator

1 2 3 4 5 6 7 8 9 10

8 12 17 21 26 30 35 39 44 48

+1 +2 +3 +4 +5 +6 +7 +8 +9 +10

+2 +3 +3 +4 +4 +5 +5 +6 +6 +7

+1 +2 +2 +2 +3 +3 +4 +4 +4 +5

+0 +0 +1 +1 +1 +2 +2 +2 +3 +3

36

+0 +1 +1 +2 +2 +2 +3 +3 +4 +4

+1 +1 +2 +2 +3 +4 +4 +5 +5 +6

Department training Terrain training Team player +1 Lay Down Fire Team player +2 Coordinate Fire

“Mr. Bond, you defy all my attempts to plan an amusing death for you.” — Hugo Drax, Moonraker

Leadership

2

mastermind Despite her origin, however, a foil always possesses certain common elements, both in motivation and behavior. Primary among these is the fact that a foil’s agenda is rarely completely in line with either that of the Agency or that of the threat. Throughout a season, a foil’s intentions usually intersect with both of these powers, but this is generally a temporary situation. Fully fleshing out a foil’s motives lends the foil both verisimilitude, in that her actions make sense when considered from her own perspective, and unpredictability, in that the agents rarely have enough information to piece together the foil’s motives until late in the season. As such, a proper foil never tells the whole truth, and always keeps the team guessing. With this in mind, the GC should strictly limit a foil’s exposure during the course of each serial, and carefully control her interaction with the agents. The GC should consider the foil’s every action as one piece of a grander puzzle that is her ultimate agenda — once this puzzle is assembled, the mystery is gone. Thus, when it comes to portraying a foil, less is almost always more. Further, even within the context of this limited exposure, a foil’s actions should often seem contradictory. In the example of the femme fatale, for example, she might initially encounter the team in a casino, where she attempts to seduce one of the agents; later, in private, she begs him to rescue her from her domineering husband, the season’s mastermind. Convinced this is a chink in the mastermind’s armor, the agent convinces her to secure the team access to the mastermind’s headquarters, but later, when the foil finds her loyalties questioned by the mastermind, she realizes that she must betray the agents in order to preserve her own life. From the foil’s perspective, both of these are completely logical actions, but all the agents see is her seemingly contradictory behavior. That said, it’s easy for a team of agents to assume they were set up from the start — until the femme fatale later sneaks into the mastermind’s dungeons and unlocks the team’s cell door. Once again, the team’s expectations are turned on their ear. The foil is often the primary source of intrigue in the superspy genre, in which villains with larger than life agendas and egos are commonplace. Once revealed, such a mastermind’s behavior frequently earmarks him as the villain of the piece, but the foil’s role should be less obvious. On the one hand, a foil might tip off the agents to an ambush, provide the location of the mastermind’s undersea base, or free the agents from captivity, but she might also lead the agents into an ambush — and either their capture or their deaths. This flexibility makes the foil a valuable weapon in the GC’s arsenal, a weapon that can be used to either help the agents move along toward the serial’s climax with well-timed assistance and guidance, or to ratchet the tension by upsetting the team’s plans.

INTRODUCTION Though minions are usually the first line of defense the agents encounter during the course of a season, the threat’s leadership is key to making the threat truly memorable. Mysterious foils, murderous henchmen, and menacing masterminds all bring something different to the table, and the way they each interact with the agents should be unique — not only from one character type to another, but from one distinct individual to another as well, each memorable for his or her own quirks and motives. This chapter discusses many ways for special characters to shine, focusing on each standard Spycraft villain type in turn, though the information provided here can easily be adapted to any character with only a little ingenuity.

THE FOIL The foil is an archetype common to most espionage thrillers, but fulfills a special role in a Spycraft game. A foil rarely align herself fully with either the agents or their foes, preferring instead to pursue her own agendas, or perhaps play both sides against the middle. She is often a mysterious, exotic character, and always unpredictable. Though she isn’t, strictly speaking, a necessary ingredient of any espionage story, she adds an additional layer of intrigue to every tale in which she participates. In broad strokes, a Spycraft foil is an NPC whose loyalties are in doubt. Most commonly, she is a member of the mastermind’s organization, and thus — despite offers of aid to the agents — her motives are commonly suspect. Frequently, her motives are concealed behind layers of secrets and lies, and are only unraveled over the course of an entire season of play. The most familiar foil archetype to most is the femme fatale, the beautiful — and possibly traitorous — female companion to a serial’s mastermind, who is sometimes seduced to the side of right by the heroic superspy. This is not to say that this is the only option available. Equally valid is the Agency mole, so deep in cover for so long that the Agency isn’t certain of her loyalties; the mastermind’s business partner, who reports the villain’s activities to the Agency not out of altruism, but in order to manipulate the Agency to remove an obstacle to her own rise to power; or the agent of a foreign power working with the team in order to pursue mutual goals, who may betray them at any moment in the service of her country.

38

leadership EYES ONLY: MID-LEVEL AGENT CREATION By Robert Harris and Steve Crow

Attacks

Vere Stone “I talked to your mother about two hours ago. She was very… helpful. Don’t worry. Your baby pictures are in a safe place. Now, tell me, what were you working on? No, no… Don’t worry. I won’t breathe a word about it.” Codename: CATECHIST Nationality: United Kingdom Gender: Male Handedness: Right Height: 5’ 10” Weight: 195 lbs. Eyes: Brown Hair: Brown Place of Birth: Bradford, England Date of Birth: 1966.09.11 Distinguishing Characteristics: Viciously inquisitive.

Background Vere Stone led a normal life until the age of 15, when his politically active parents — his mother, an MP, and his father, the owner of a small, independent newspaper — died in an auto accident. Stone believed one or more of their many enemies were responsible and quit school to research his parents’ activities and locate the killers. When his inquiries revealed nothing, he expanded his search and in the process became skilled at talking to people. Stone mastered the art of ferreting out secrets, but the one secret that eluded him was the identity of his parents’ killers. Just to be on the safe side, he discredited and destroyed those enemies he suspected of any involvement, even without proof that they were involved. Now Stone’s turned his attention toward the intelligence community, making bid after bid to discover and publicize spy secrets until he finds the truth behind his parents’ murder. Department: The Fourth Estate (Print Journalist) Class: Faceman/Pointman/Journalist Level: 2/6/4 Strength: Constitution: Wisdom: Vitality:

8 8 14 64

Dexterity: Intelligence: Charisma: Wounds:

14 18 21 8

Defense: 17 (+2 Dex, +5 class) Initiative Bonus: +8 (+2 Dex, +6 class) Speed: 30 ft. Fort: +5

Ref: +9

Will: +11

Special Qualities: +7 department bonus with security clearance favor checks, acquaintances, adaptable, assistance (1/2 time), cold read 1/session, cross-class ability (cold read 1/session), interview +2, just the facts 1/session, lead 2/session, linguist +2, nosy, on assignment (tabloid journalist), press pass, tactics 1/session (+1 bonus), versatility (Appraise, Concentration, Cultures, Forgery, Gather Information, Innuendo, Spot, Surveillance). Skills: Appraise +7 (threat 19–20), Bluff +20, Cultures +12 (threat 16–20), Diplomacy +20, First Aid +5 (threat 19–20), Forgery +13 (threat 19–20), Gather Information +22 (threat 16–20), Hobby (Fashion) +5, Hobby (Hypnotism) +3, Innuendo +17, Knowledge (Espionage) +5, Knowledge (Psychology) +5, Languages +5 (threat 19–20), Open Lock +3, Profession (Espionage) +7, Profession (Journalist) +16, Read Lips +5, Sense Motive +19, Sleight of Hand +5, Spot +17, Surveillance +17. Feats: Armor Group Proficiency (Light, Medium), Gunslinger’s Eye, Handler, Mark, Master Fence, The Pen Is Mightier, Undermine, Weapon Group Proficiency (Handgun, Hurled, Melee, Rifle), World Traveler.

Taser +7 (dmg 1d8–1 subdual, error 1 — 50 shots) Dart gun* +10 (dmg 1d4 regular + paralytic poison, error 1–2, range 15 ft. — 1 shot) * This weapon is outfitted with a standard laser sight. Standard Personal Gear: Weapons, padded athletic bag, 1 set of designer clothes, speed grooming kit, professional camera with super-telephoto lens, night vision scope and lens adapter, tripod, and 5 rolls of professional-grade film, document camera with 2 rolls of intelligence-grade film, studio-quality tape recorder with 5 professional-grade tapes, parabolic microphone with tripod, radio burst/digital audio bug, 3 doses of truth serum (optimized for alcohol delivery), 1 antidote shot (optimized for use against truth serum), bottle of favorite alcohol, thermos of extra-strong coffee, snacks, breath spray, wet-naps, caffeine pills, crossword puzzle book, prophylactics, empty wide-mouth jar with tight-sealing lid, 25 BP. Common Gadgets: Standard attaché case with copycat unit and surveillance unit options, 5 frame-job cards, tracking device card, 3 GP.

Notes Robert starts with low Strength and Constitution scores (10 each), medium Dexterity and Wisdom (14 each), and high Intelligence and Charisma (16 each). He selects the Fourth Estate department to raise his Intelligence and Charisma to 18. Vere is poor at physical activities, but plans to act from a distance and avoid combat whenever possible. Robert progresses from the faceman class to the pointman class and makes sure he possesses the journalist prerequisites by the time he reaches 6th level. He uses his versatility class ability to select skills from his faceman and journalist classes, allowing him to increase his Bluff, Diplomacy, Gather Information, Sense Motive, Spot, and Surveillance skills whenever possible. By 12th level, he possesses the maximum possible number of ranks with each of these six skills (15 ranks each). Robert’s focuses on acquiring feats and class abilities to gain insights into his opponents before bringing them down. The Mark feat lets him evaluate 2 opponents per session and the Gunslinger’s Eye feat lets him learn additional critical combat information about his targets. Twice per session, he can use the faceman’s cold read ability, combined with the journalist’s on assignment (tabloid journalist) ability, to ask 6 personal questions, helping to complete his profile of each target. All of these are free actions, so Robert can use them as soon as he meets each target. Further, the Undermine feat lets Robert weaken opponents and the Handler feat lets him acquire information on and place moles close to the heart of each target’s camp. Using the harassment rules (see the Fixer/Pointman Class Guide, pages 63–66), Robert gains a +24 bonus when recruiting someone with a critical success range of 16–20, allowing him to routinely establish a 10th level employee in 5 weeks or less. He can assist this NPC with his lead and generous class abilities, greatly improving his utility. Finally, Robert can go almost anywhere, gaining a +14 bonus with security clearance favor checks from his press pass class ability and the Fourth Estate department (which also allows him to make 2 favor checks per session without spending action dice). He also gains a +7 bonus with Bluff checks during face-to-face infiltration.

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mastermind Just as important as the foil herself, however, the GC should be mindful of the foil’s environment. A paranoid foil might tend to appear in shadowed alleys and out of the way dives, while a flamboyant one might be encountered at a high rolling casino or alpine ski chateau. Staging each encounter with a foil can be vital to portraying the foil correctly and cementing her as a person in the players’ minds. Also, the GC must ensure that he is as entertained by the foil as his players or the character will come off as dull and uninspired, or simply fall by the boards to be abandoned. When mapping out a foil’s habits and mannerisms, the GC should focus on those traits that aren’t burdensome. A light accent can go a long way toward making a foil memorable, but if the GC is self-conscious when imitating an accent, he won’t enjoy portraying the foil. Likewise, if a GC is uncomfortable with in-character flirting, he should avoid dropping a seductive femme fatale into the mix. A GC should also take care not to allow a foil to trip into situations that reveal her motivations before the appropriate time. This usually means keeping the foil peripheral to the action. If, for example, the agents are casing a casino before a break-in, the serial’s foil might be encountered at the high rollers table, triggering a round of verbal sparring with choice members of the team. This allows the team to interact with the foil without being able to pin down her true motives (since the motives don’t come into play in this situation). As a counter example using the same conditions, the GC should not place the foil in charge of casino security, as this places her in direct opposition to the team, forcing them to either attack or investigate her. Though foils are frequently employed as plot devices, the GC should be careful to keep them in play, and not let a glass bell descend upon them, protecting them from harm. They should be just as vulnerable to damage and death as a mastermind or henchman — if not more so — and should periodically be exposed to combat as well. Yet while allowing a foil to fall victim to harm, the GC must take special care to avoid accidentally killing her. A foil is a special NPC, and therefore more durable than a minion, but even a special NPC can die from a lucky shot or massive amounts of damage. The easiest way to protect a foil from random injury, and retain the element of mystery surrounding her at the same time, is to simply establish that she’s cowardly, or self-serving, or otherwise averse to fighting. A foil that keeps to the shadows is rarely downed by gunfire (except, perhaps, with random stray shots), and a foil who slips just outside the agents’ line of vision is a nagging worry until she is seen again… Where did she go? What is she doing? When she returns, will she help the agents, or the enemy? This is the sort of mystery upon which a foil thrives.

In either case, the GC should always remember that the foil labors under the same restrictions as every other character. She is neither omniprescient nor omnipotent — it’s entirely possible, for example, that a mastermind might suspect a foil’s fading loyalty, and keeps her at arm’s length. The GC shouldn’t be afraid when roleplaying a foil to voice those three little words: “I don’t know,” if such would truly be the case, or to turn the foil’s back on the team when it makes sense for her to do so. Care must be taken to ensure that a foil doesn’t lose her utility, however, as an agent team is unlikely to risk involvement with what the assume to be a useless foil. The GC must always maintain a fine balance between the team relying upon a foil and the team ignoring the foil as a dangerous dead end. Finally, while the GC may be tempted to use the foil as cavalry to bail the agents out, it’s rarely a good idea. This tactic not only moves the spotlight’s focus from the agents to the NPC, but also suggests that the team can rely upon the foil to extricate them from future trouble. Since any good foil knows she can no more afford to reveal her true motives to the mastermind than she can reveal them to the agents, it’s unlikely she’ll risk decisively siding with either. When a GC incorporates a foil into his serials, there is only one watchword: intrigue.

Playing a Foil Due to the continuing questions surrounding her motivations, a foil can be one of the most difficult NPCs to accurately portray, but once the GC pins down a foil’s motivation — and therefore establishes how she will behave in any given situation — this NPC type can be one of the most entertaining features of a Spycraft season, both for the GC and for the players. The first key to portraying a memorable foil is the oldest rule in storytelling: “Show, don’t tell”. The GC should never simply tell the players, “The woman seems paranoid.” Instead, he could describe her actions as she embraces one of the agents and runs her hands up and down his body seductively, allowing the agent to make a successful Sense Motive check to discover that she’s searching him for a body wire. The GC should never tell the players that a mole fears for his life — instead, he could describe the mole’s furtive glances as the NPC checks for surveillance, then when the agents refer to the season’s mastermind by name, tell them that the mole cuts them off mid-sentence, frantically whispering, “Speak the devil’s name, and he shall appear.” Even little quirks like the tendency for an NPC to refer to herself in the third person, a light accent, or perhaps a nervous habit of scratching his cheek every time guns are mentioned can help solidify a foil as a person, rather than simply a collection of numbers on a character sheet.

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leadership Cultural Bond: The foil is linked to the threat’s mastermind through some cultural bond. Perhaps the mastermind is the foil’s spiritual leader, in which case she is caught between the bonds of cultural loyalty and the mastermind’s potential disapproval. Daddy’s Little Girl: The foil is a younger relation of the mastermind or a henchman, possibly even his son or daughter. Despite ties of blood, however, the foil disagrees with his relation’s agenda. Damsel in Distress: The foil is an average Joe or Jane, trapped in the mastermind’s devious plot. Though the foil is all too aware of the mastermind’s plan, she’s afraid to act against him. Deep Cover: The foil is an undercover agent, either for the Agency or the threat organization. Fugitive: Even before the foil got mixed up in the mastermind’s plan, she was a fugitive from justice. She may even be looking for amnesty in exchange for her assistance. In Too Deep: The foil is a person of decent morals, but has gradually skidded down a slippery slope of criminal acts. She’s in so deep, she’s not sure there’s any way out anymore. Mercenary: The foil is a follower of the almighty dollar, and will do anything for a buck. It doesn’t seem to matter whether her actions aid the agents or the mastermind (at least, at first). Moment of Weakness: The foil is ordinarily one of the mastermind’s loyal soldiers, but a particular operation, decision, protocol, or other factor simply turns her stomach. This is the team’s chance to capitalize upon the foil’s hesitation. Naïve: The foil is simply too naïve to grasp the magnitude of the mastermind’s plot. If the agents can somehow reveal this information to the foil, she may aid them. Neutral: The foil has no particular love or hate toward the mastermind. She’s simply doing a job. Office Staff: The foil is among the mastermind’s office staff, and therefore has access to many documents. Perhaps she put the pieces of the mastermind’s plot together by reading one too many “Eyes Only” memos, and is now looking for a way to stop him. Old Acquaintance: The foil is one of the agents’ old acquaintances — a friend, a lover, or perhaps even a former teammate. Ousted Henchman: The foil was once the mastermind’s right-hand woman, but has since been supplanted by a rising star in the organization. Now she seeks satisfaction for the slight, or to prove herself more worthy than her replacement. Playing Both Sides: The foil has her own agenda, entirely separate from that of the threat organization, and is playing the Agency against the threat to achieve this goal.

In general, a foil should only act in self defense — at least until a serial’s climax, or preferably, the climax of the season. Once the GC has rolled to determine a foil’s loyalty, however, all bets are off. Thereafter, the foil can easily take advantage of her questionable loyalty, and catch either the agents or their opposite number off guard, or reveal ulterior motives more sinister and/or unexpected than anyone envisioned. Perhaps the most difficult rule to follow when roleplaying a foil is that though the foil’s loyalty may yet to be determined, the rationale for her actions should never waver. Though a foil’s true motivations might be unknown to the agents (and in fact, to the GC, if he hasn’t made her loyalty check yet), these motivations are not unknown to the foil. Until a foil’s loyalty is determined, everything she does should be at least marginally ambiguous — otherwise, the GC risks the foil’s actions becoming contrary to the ultimate result of her loyalty roll, shattering the integrity of the serial’s backstory.

Foil Hooks No matter how complex a foil’s history and motivations, nearly all can be summed up with one central “hook”. Much like a henchman’s or mastermind’s hook (see the Spycraft Espionage Handbook, pages 244 and 246, and pages 46 and 50 of this volume), a foil’s hook is her raison d’être, her ultimate cause, the soul of her character. A foil’s hook almost always generates conflict between her loyalties to the threat and to the agents, or sets up a vulnerability or strong opinion that the agents can exploit, justifying any result of her loyalty check. To generate an original foil’s hook, choose from, or roll 1d20 and consult, Table 2.1: Foil Hooks (see page 42). This is just a sampling of the hooks from which a foil may be generated — the GC should look outside the box when generating his own creations, tailoring them to his players’ personalities and play styles. Descriptions of all results follow. Accidentally Injured: The foil was accidentally injured, either emotionally, physically, or mentally. She might have caught a stray bullet, or might have been infected by a designer disease. If the source of the foil’s injury was the mastermind, one of the his henchmen, or another part of the criminal organization, this event might be enough to prompt the foil to betray the villains. Betrayed By Villainous Lover: The foil is (or was) betrayed by her lover, one of the threat’s special characters. This betrayal might be linked to the mastermind’s criminal activities, or the foil might have simply have been tossed aside in favor of a new lover. Blackmailed: The foil is being blackmailed for her cooperation. Perhaps the mastermind has some dirt on her, or holds a relative hostage. Perhaps the mastermind even holds the cure for a disease afflicting the foil.

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mastermind Rival Agent: The foil is a rival Agency’s operative. This rival group might be another part of the team’s own government, or an entirely separate entity. Though both the team and the foil are working to stop the mastermind, their motives need not be parallel (in fact, there is more inherent drama if they don’t). Shrewd Career Player: The foil is a rising star in the threat organization, hoping to use the agents to oust the next man up in the chain of command. Wild Card: The foil’s agenda is separate from that of the threat organization and that of the Agency, though it is somehow linked to one or both. It’s entirely possible the foil is not even a member of the threat organization, but rather a wholly independent player.

Duplicitous Nature: The foil is either a pathological liar or feels the truth is too dangerous to repeat in mixed company. Easily Bored: The foil’s attention flits from one subject to the next like a drunken butterfly. This probably includes the agents, which means the foil might leave them hanging at a dangerous moment. Gear Head: The foil is obsessed with machinery and technology. Gun Bunny: The foil is always heavily armed — even at black tie events, she secrets a firearm somewhere on her person. High Roller: The foil lives the high life, and likes it. Betting a fortune on a single hand of blackjack, racing sports cars in mountain passes, and mixing with the glitz and glamour of Hollywood are all part of a day’s play for this foil. Innocent: The foil is willfully oblivious to the mastermind’s plot. It’s not that she couldn’t find out, it’s that she doesn’t want to know. Intellectual: The foil is a thinker. Literate, articulate, and intelligent, she’s impressed by agents with the same qualities. Mother Hen: The foil is a natural born care giver, and tends to be attracted to the agent who seems most in need of her caring touch. Mystically Inclined: The foil is a believer in fate, destiny, and prophecy. She sees the supernatural in everything, even when it’s truly just coincidence. Obsessive: The foil is easily fixated on a single subject, whether it be a mystery, an agent, or something else entirely. Pacifistic: The foil hates violence, and works to defuse any physical confrontation between the agents and members of the threat organization. Paranoid: The foil believes that everyone — the agents and the threat organization alike — are out to get her. Proud: The foil believes in her own inherent superiority, whether intellectual or physical. Before she aids the agents, they must convince her that they’re her equals. Thrill Seeker: The foil relishes the danger of the Great Game, and perhaps her betrayal of the mastermind is simply a means to add a little extra risk to the play. Untrained: The foil is a babe in the woods when it comes to the profession of espionage, though she may or may not be aware of this. Voracious Sexual Appetite: The foil is obsessed with the pleasures of the flesh, sleekly dancing from one casual liaison to the next. She may share the bed of the mastermind one night, and an agent the next, then play them against one another for her own amusement.

Table 2.1: Foil Hooks Roll 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20

Hook Accidentally Injured Betrayed By Villainous Lover Blackmailed Cultural Bond Daddy’s Little Girl Damsel in Distress Deep Cover Fugitive In Too Deep Mercenary Moment of Weakness Naïve Neutral Office Staff Old Acquaintance Ousted Henchman Playing Both Sides Rival Agent Shrewd Career Player Wild Card

Foil Quirks A foil is not categorized merely by her motivations, but rather her own unique passions and background — the strange and exotic idiosyncrasies that round out her character. To generate an original foil’s primary quirk, choose from, or roll 1d20 and consult, Table 2.2: Foil Quirks (see page 43). Descriptions of all results follow. Abundant Romantic Entanglements: The foil is a lover not a fighter. She falls in love easily and often, possibly with the agents, the mastermind, or both. Cold Hearted: The foil looks out for Number One, and nobody else. Innocent lives are just another resource to be bartered and traded with the agents or the mastermind. Cosmopolitan: The foil lives in high society’s uppermost strata — which might be how she met the threat’s mastermind.

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leadership Yes Woman: The foil is a sycophant, siding with whichever side seems to hold the advantage at any given time.

attention away from a known mastermind by using one or more of his henchmen as decoys. This method lends itself well to episodic seasons, where subsequent serials are linked only in that the agents contend with the same organization throughout. Conversely, the onion depiction allows the agents to contend with a different sort of henchman, one who has no master plan of his own, but simply carries out the orders of his master, the season’s mastermind. In some cases, a henchman may even appear side by side with the mastermind, as a bodyguard or in some similar capacity. This is a good approach if the GC wishes the convey the true depth of a threat organization from the first serial, when the agents discover that there is another hand directing their opponents from the shadows. Often, the GC may wish to combine these two styles, in that some of the mastermind’s henchmen are granted more autonomy than others. This allows the GC to gradually ratchet the players’ tension over the course of a season. First, the agents might face a henchman carrying out an assassination on the mastermind’s orders. When they interrogate the henchman, they discover the threat’s true scope and must contend with another branch of the threat organization, foiling an independent henchman’s insidious plot halfway around the world. Later, the agents return to pursue the mastermind himself, only to find a third henchman running day to day operations at the threat’s headquarters. All of these approaches are equally valid, but require the GC to utilize his henchmen effectively throughout the season. These NPCs are the glue that holds a threat together — while the mastermind oversees the big picture and the minions do the grunt work, the henchman represents the agents’ first true challenge during a season, and gives the villains their first true face. When properly utilized, henchmen can become some of the most memorable NPCs in any Spycraft season. Henchman may be encountered at any time during a season, though the agents can generally count on encountering at least one during each serial. Occasionally, two or more henchmen make an appearance at the same time, working in concert or independently, though the GC should be careful not to overplay this card — most henchmen operate alone. This is both a mechanical conceit, as multiple henchmen tend to increase a serial’s difficulty (reflected with increased experience awards), and a dramatic device, as developing a memorable henchman demands game time dedicated to their appearance (too many simply dilutes the effect of all). In all cases, up until the point when the agents face off against a threat’s mastermind, henchmen generally become the primary villainous catalysts driving a season’s plot. The agents contend directly with these characters most of the time, and present their greatest challenge. There are two primary factors to

Table 2.2: Foil Quirks Roll 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20

Quirk Abundant Romantic Entanglements Cold Hearted Cosmopolitan Duplicitous Nature Easily Bored Gear Head Gun Bunny High Roller Innocent Intellectual Mother Hen Mystically Inclined Obsessive Pacifistic Paranoid Proud Thrill Seeker Untrained Voracious Sexual Appetite Yes Woman

THE HENCHMAN The henchman plays a critical role in a threat organization, anchoring the mastermind’s front lines of villainy, acting as soldiers to the mastermind’s officer. Frequently, the henchman has a vested interest in the mastermind’s scheme, though this need not always be the case — indeed, a mercenary henchman who extends the heroic superspy a degree of professional courtesy is not an uncommon trope of the superspy genre. Most often, however, unlike a foil, a henchman’s loyalty is a matter of course, not conjecture. While the term ‘henchman’ implies that the character is strictly a second tier flunky, the GC, his setting, and his storyline can benefit from a henchman having his own plots and schemes, especially if the agents are unaware of these side projects. To cite a cinematic example, in the James Bond film Dr. No, 007 foils the titular character’s plan for world domination. Only in later films does Bond discover that Dr. No is in fact a henchman of S.P.E.C.T.R.E., and not until the fifth film, You Only Live Twice, does he defeat the mastermind himself, Ernst Stavro Blofeld. This approach is worth emulating, or perverting. Though the agents are typically forced to peel back the layers of a threat organization like an onion, they can often identify its rotten core. The GC can divert

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mastermind keep in mind, however, when using henchmen to propel the plot. First, what does the henchman want, and second, how far will he go to get it? The answer to this question provides a measure against which the agents are tested: presumably, their goal is to stop the henchman, but how far will they go to accomplish this goal? Out of this direct conflict, many a serial’s story is born. In addition to the henchman’s dramatic potential, the character is a valuable tool for pushing the agents along toward a serial’s conclusion. This can be accomplished a number of ways. Arguably the most entertaining option is to use the henchman to invest the players emotionally in the serial. If the players grow to hate the henchman, or gain a burning urge to show him up, they’ll naturally do everything they can to defeat him. Should they get lost along the way, any good henchman should possess an arsenal of tricks with which to prod them along the right course. He may leave a taunting clue, or order an attempt upon the agents’ lives (leaving behind a leading clue, of course). If worse comes to worse, the agents may simply happen upon the henchman’s location by chance. Since the henchman is the ultimate goal of many serials, most agents will naturally gravitate toward a confrontation with him. A henchmen raises the stakes in any encounter, simply with his presence. He is the teeth of the tiger, and if the team wants to overcome the threat, they must be plucked from its maw. Still, the GC should take care not to overexpose a henchman — a henchman should always be present either to pursue his own agenda, or because the agents have finally tracked him down. Simply dropping a henchman into a random encounter usually stretches credulity past the breaking point. All encounters with henchmen should be special.

Playing a Henchman Who can forget the menacing presence of Jaws, or Oddjob’s trademark razored bowler? A memorable henchman is an opponent the agents love to hate, and they’ll savor the victory that much more when he is finally brought to heel. Naturally, the onus of developing a henchman into an individual worthy of such passionate reaction falls on the GC’s shoulders. The first step toward generating such a foe is playing to the agents’ strengths. Most agents who pride themselves on their melee combat skills, for example, relish the chance to go head to head with a henchman who also happens to be an expert duelist. Meanwhile, an agent with a sharp tongue won’t soon forget an encounter with a henchman who can match him witty retort for witty retort. This sort of parity creates a natural rivalry between an agent and a henchman, but it can only go so far — a henchman can’t be every agent’s nemesis, as a jack of all trades is a master of none (a tenet the Spycraft NPC creation system supports).

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leadership This in mind, the GC must remember to play to the strengths of henchmen when scripting these scenes. First, unlike minions, henchmen are special characters, and are therefore much more durable. Taking advantage of this, the GC shouldn’t be afraid to set his henchmen plunging headlong into the fray rather than hanging back behind a wall of minions. Also, henchmen gains level-based ability score increases, level-based feats, and class benefits as agents do, and a scene featuring a henchman can play to a great many strengths he possesses over his subordinates. If a henchman is a wheelman, for example, the GC could pit him against the agents in a vehicular chase, while a henchman with levels in the pointman class could have legions of minions at his command, all of whom can benefit from his many team-oriented class abilities. Henchmen don’t merely shine in combat, however. After all, if the agents immediately come to blows (or gunfire) with a henchman, his unique character traits go straight out the window. Everyone looks the same down the barrel of a gun. In a non-combat situation, a henchman has the chance to shine not only as an opponent, but also as a fully fleshed out personality. As a rule, the team should always encounter a henchman at least once before a serial’s final showdown, preferably in a situation in which combat is impractical. Public meetings are a staple of the espionage genre, and a valuable tool in the GC’s arsenal. Again, memorable encounters are all about context. A henchman who specializes in cloak and dagger strategies might be encountered in a shady drinking joint, while a high rolling henchman thriving on glitz and glamour might show up in a Vegas casino. While it might seem that a henchman is outnumbered in such situations, and therefore at a disadvantage, the agents are likely encountering him on his own turf. Perhaps the henchman paid off the baccarat dealer, or blackmailed the bartender to slip the agents a mickey. Also, the GC should remember that most henchmen rarely play fair (unless that’s one of a henchman’s character quirks, of course). Whether the agents encounter a henchman in combat or not, the GC should take care to exercise restraint. Encounters with henchmen should always be noteworthy, forcing the agents to sit up and take notice. Stumbling across a henchman in a random encounter makes him little more than just another minion. Henchmen are special characters, like the agents — and like the agents, they have their own agendas. Each and every encounter with a henchman should feature the character in pursuit of this goal, or the agents in pursuit of him.

The next step when developing a unique henchman’s personality is to establish one or more interesting behavioral quirks. Does the henchman perform all of his wetwork missions with a particular gun? Does he recite a monotone chorus of “Dem Bones” while torturing an agent? Perhaps his accent becomes indecipherable when he’s under pressure. The GC should try to establish at least one such trait unique to each henchman. Such quirks help to cement the henchman in the players’ minds, so they have a personality against which to develop a grudge, rather than a just sheet of numbers. For a ready-made list of henchman quirks, see page 46. In the same vein, the GC should take care to invent traits and habits that he’ll enjoy roleplaying, and then set up serial situations in which they not only rise to the surface, but take center stage, if only for a moment. If a henchman becomes the life of any party, the GC should certainly try to stage at least one scene at a private club, or perhaps a luxurious ocean liner owned by the mastermind. Likewise, when presenting a henchman’s traits and habits, the GC should always be mindful not to let them slip. Nothing breaks the illusion of a well-conceived roleplaying session like a prominent character suddenly losing his accent, or not giving his trademark taunting salute as he escapes. Consistency is the key to developing any truly memorable henchman. Of course, a GC who enjoys portraying a particular henchman is much more likely to do so consistently, but he should strive to develop henchmen that the players find memorable. Where minions are usually “on screen for only a frame or two,” a henchman is the focus of attention for much longer, often spanning many serials or even seasons. If the players dislike a henchman central to the GC’s plot, that plot is in serious jeopardy of growing tiresome long before its close. One way to ensure that the players like a henchman is to test his personality and other quirks out as part of a minion or other standard NPC — someone who can exhibit the traits and vanish, leaving room for a henchman proven to amuse. If this stretches the players’ reality suspenders, the GC might consider making the standard NPC part of the resulting henchman’s entourage or circle of friends, or part of his slice of the threat organization, thus justifying his similarity to the henchman as adoration, flattery, or even mockery. Next, the GC should stage unique encounters featuring the henchman. The agents might pursue anyone in a foot chase down a busy street, but only a henchman might lead them on a rooftop pursuit featuring risky jumps across dizzying falls, perhaps to the tune of helicoptermounted machinegun fire. Likewise, a martial arts duel pales in comparison to a life or death struggle in the open cargo compartment of a C-130 in flight. Encounters with henchmen should be as much about environment as they are attitude.

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mastermind “One Last Job…”: The henchman is ready for retirement, but has to complete one last job before he settles down, or is allowed to. Penitent: The henchman committed some great sin in the past, and believes that serving the mastermind is the road to redemption. Promoted: The henchman was once a minion in the same threat organization, but was promoted for exemplary service. Reject: The henchman always wanted to be a spy, but couldn’t land a job with a legitimate agency. He turned to the threat organization out of desperation. Sacrificial Lamb: Unbeknownst to him, the henchman is an expendable resource. He has no value to the mastermind once he completes the current mission. In fact, the operation may have been planned with the henchman’s death in mind. True Believer: The henchman blindly believes in the mastermind’s scheme, to the point of religious zeal. Weekend Warrior: The henchman maintains another identity as an average citizen. He holds a job, takes out the trash, and might even have a spouse and children unaware of his second job.

Henchman Hooks A henchman’s hook is his central concept, the reason he works for evil, his schtick, or his place in the organization’s ranks. It defines his purpose in any serial, and becomes the hub for all other aspects of his character. To generate an original henchman’s hook, choose from, or roll 1d20 and consult, Table 2.3: Henchman Hooks (see the next column). This is just a sampling of the hooks from which a henchman may be generated — the GC should look outside the box when generating his own creations, tailoring them to his players’ personalities and play styles. Descriptions of all results follow. Baptism of Fire: The henchman is a new recruit in the threat organization, determined to prove his worth on his first mission. Cold Warrior: The henchman was an agent of one of the super powers during the Cold War, and needs the clarity of Us versus Them. In his case, “Us” became the threat organization. Expert: The henchman was recruited for his expertise with a particular talent, whether it be fast-talking, surveillance, assassination, or another valued skill. Fallen From Grace: The henchman was once the mastermind’s trusted right hand, but botched a vital operation. This is his last chance to make good. Freelancer: The henchman is not bound to the mastermind by loyalty or ideology, but rather serves in pursuit of the almighty dollar. Gate Keeper: The henchman is entrusted with a vital operation that, if investigated, leads straight to the mastermind. Hidden Mastermind: The henchman is actually the season’s mastermind, disguised so he can operate under far less direct scrutiny. The season’s “actual” mastermind might be an impostor, a clone, or perpetually unavailable, “scheming behind closed doors.” Hired Gun: The mastermind hired the henchman for a single job, in order to maintain plausible deniability in the public eye. In the Dark: The henchman has no knowledge of the mastermind’s grand scheme, only his small role in it. John Doe: No record of the henchman exists in any law enforcement or intelligence agency database. Native: The henchman was recruited by the threat organization because he is a native of a region important to the mastermind’s operation. Nemesis: The henchman is one of the agents’ old foes, recruited specifically to prevent or stamp out the team’s interference. Old Friend: The henchman is one of the agents’ old friends, perhaps a former partner, lover, or just a drinking buddy.

Table 2.3: Henchman Hooks Roll 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20

Hook Baptism of Fire Cold Warrior Expert Fallen From Grace Freelancer Gate Keeper Hidden Mastermind Hired Gun In the Dark John Doe Native Nemesis Old Friend “One Last Job…” Penitent Promoted Reject Sacrificial Lamb True Believer Weekend Warrior

Henchman Quirks A henchman may possess many positive attributes that may juxtapose his actions. Such a seemingly contradictory personality can become one of the easiest ways to identify with a recurring villain. While shallow, the opposite path is often even more effective — turn a henchman into a ruthless killing machine and he instantly rises to the top of the agents’ hit list.

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leadership Silent: The henchman is unnervingly silent, never uttering a word, or even a cry of pain. Sociopath: The henchman completely lacks empathy, attaching no significance to human life. Thorough: The henchman is supremely focused on each assignment, leaving nothing to chance. Vengeful: The henchman remembers every wrong ever committed against him, and refuses to let past slights be forgotten. Vocal: The henchman enjoys taunting his opponents — even in combat, his verbal sparring never ceases.

To generate an original henchman’s primary quirk, choose from, or roll 1d20 and consult, Table 2.4: Henchman Quirks (see the next column). Descriptions of all results follow. Apologetic: The henchman truly, truly regrets what he must do to the agents, but they’re in the way of his mission. Ambitious: The henchman’s going to be somebody. He has his sights set on a position high in the threat organization’s ranks, and the agents are just another rung on the ladder he needs to climb in order to get there. Amiable: The henchman is the personable sort. The agents might even get to like him — until one of the bullets they trade with him hits someone they like… Bored: The henchman’s assignment is beneath him. So are the agents. He’s capable of so much more, and he intends to show the world just that… Duelist: The henchman enjoys mano a mano tests of skill, engaging single agents in such contests whenever possible. Fanatic: The henchman is a zealot, believing in the mastermind’s cause with every fiber of his being (even if the mastermind does not). Fastidious: The henchman hates a mess. He cleans his gun after every firefight and his furniture is scotchguarded. “One can’t be too careful,” he says, “bloodstains never come clean.” Flamboyant: The henchman is a showman, not content to simply do the job — he needs to make the evening news. Honorable: The henchman subscribes to a code of honor from which he refuses to deviate under any circumstances. Maverick: Though the henchman’s agenda is more or less in line with the mastermind’s, he’s got his own way of doing business. Macho: The henchman hates being outdone; if an agent bests the henchman in any endeavor, the agent becomes the exclusive target of the henchman’s wrath. Moral: The henchman honestly believes that he’s one of the good guys and works hard to maintain this delusion. Nonchalant: The henchman is casual in his expertise. He shoots from the hip, never leaves fingerprints (not even on a cigar), and conducts high speed chases with a drink in one hand. Playful: The henchman takes great pleasure in matching wits and wiles with worthy opponents — including the agents. Precise: The henchman never causes more destruction or death than he must in order to complete his mission (though he doesn’t shy away from bloodshed when necessary).

Table 2.4: Henchman Quirks Roll 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20

Quirk Apologetic Ambitious Amiable Bored Duelist Fanatic Fastidious Flamboyant Honorable Maverick Macho Moral Nonchalant Playful Precise Silent Sociopath Thorough Vengeful Vocal

THE MASTERMIND The mastermind is the vicious spider lurking at the heart of any threat’s web, whether that web be impossibly complex or dead simple. Frequently, the agents don’t even hear of the mastermind — much less encounter him — until late in a given season, when the stakes are high and the fate of the very world is on the line. Since there’s usually only one mastermind during each season (where there may be many henchmen), it’s an easy assumption that the mastermind requires less attention than his underlings, particularly since the mastermind often doesn’t put in an appearance until late in the game. In fact, nothing could be further from the truth. The very fact that the mastermind is so rare will prompt the players to focus all the more on his complexity (or lack thereof). Indeed, while a twodimensional henchman is forgivable — even desirable in some rare instances — a two-dimensional mastermind leads to a dull and predictable season.

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mastermind defeated, and his plans are teetering on the edge of ruin do most masterminds ultimately step to the fore to combat the agents directly. This is not to say that the GC can’t showcase his season’s ultimate threat earlier. Often, the agents may encounter a mastermind well before they know his true identity, or understand his true role in the unfolding superspy drama. They may assume the mastermind to be a simple henchman or even a character completely unconnected to the threat at hand. Yet introducing an anonymous mastermind to the players is not nearly as much fun as dangling him in front of a team that can’t move against him. Revealing a mastermind’s true identity after the scene shifts in favor of the villains, or in a location or under conditions in which the team can’t act, are excellent tools for building animosity between the agents and the mastermind, as the team’s frustration at being unable to act directly against the mastermind feeds into their enmity toward him. Nothing builds antagonism like an untouchable mastermind taunting the agents from the other side of the baccarat table, a field of instant deathtraps, or a lethal lava pool. This provides the agents a personal motivation for pursuing the dastardly villain — while a threat to the world is compelling, it does little to make the team’s mission personal. The GC should remember at all times, however, that the mastermind labors under a very important restriction: if he falls, so too does his organization. As such, the mastermind should never be dropped into an encounter simply to spice it up — the GC is advised to use henchman for this purpose instead. The mastermind himself should only appear toward the end of a season, or under controlled circumstances, when the agents draw close to the heart of his organization. Confronting the mastermind should be a climactic moment; anything less is a disservice to the character. While the mastermind may return in later seasons, his current defeat usually signals the death knell for the immediate threat.

Ultimately, while a henchman might propel the plot, the mastermind is the driving force behind an entire threat organization. His influence determines the threat’s motives and methods, and dictates these things to his subordinates. While a threat organization is the sum of its parts, the mastermind must carry more weight than his followers as part of that equation. Masterminds are perhaps the most independent characters in Spycraft, for while even the agents must answer to their Control, the mastermind must ultimately answer to no one but himself. While the mastermind is clearly a villain, he very rarely considers himself such. He often believes he’s pursuing a greater good, and that his ends justify any means. Even when a mastermind pursues nothing more than a personal fortune, he tends to justify his actions as part of his own often bizarre ideology. For example, a mastermind might believe that even the most vicious financial manipulation is simply good capitalism, or might justify his amoral money-making schemes by playing at the role of philanthropist after the fact. Only in the most farcical seasons should any mentally well-balanced mastermind actually perceive himself as evil, lest an otherwise serious Spycraft campaign lapse into self parody. It should be noted that while the mastermind is, in some ways, the final henchman to be faced during a season — as a henchman, he is a special NPC and leads a cadre of minions — he should never be treated as just another face in the gallery of rogues. The mastermind’s every action should be in pursuit of the threat’s agenda, as his influence over the threat organization as a whole dictates that its goals must match his. Yes, until and unless the mastermind is forced to do otherwise, he uses his subordinates — both henchmen and minions — to pursue such goals. Only rarely, and as a last resort, does a mastermind put himself in the line of fire. While a fanatical mastermind might place his cause over his own safety, he nonetheless believes that if he is killed, no others can take his place to spearhead the threat. The mastermind, therefore, considers himself indispensable. He takes every measure, up to and including sacrificing the very lives of his subordinates, to maintain his own life and freedom. But even the most callous mastermind rarely throws his followers’ lives away. This threatens morale, not to mention the constant drain upon the mastermind’s personnel resources. Even when a mastermind executes a minion who’s failed him, he does so in front of the rest of his followers, in order to set an example that failure is not to be tolerated. That minion’s death, no matter how regrettable, has a purpose. Considering this, it isn’t surprising that masterminds are slow to expose themselves to the agents. Only after his army of minions has been exhausted, his henchmen

Playing a Mastermind Though the mastermind is any season’s ultimate villain, the GC has precious little time to develop his character firsthand. The necessity to minimize his exposure to dangerous situations (and therefore avoid short circuiting the season), coupled with his ability to work through subordinates, can easily make the mastermind a distant concept, a foe the agents intellectually know presents a threat, but to whom the team doesn’t attach any true importance. In many ways, developing a henchman’s character is a game of illustration by proxy — the GC must intimate the mastermind’s personality and motivations through his organization’s actions. As such, even when the mastermind doesn’t appear over the course of a serial, the GC should always

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leadership a legitimate front and calls in official law enforcement personnel to stymie the team. Maybe the mastermind’s entire headquarters is rigged to explode if the mastermind is killed. Regardless, the agents should never be able to force the mastermind into one on one combat unless they have a truly cunning plan — or the mastermind wants to meet them under such circumstances.

be mindful of his influence on events. This not only lends additional consistency to the season by unifying the actions of the threat organization’s lesser members under a single vision, but it also provides the GC with a firm grasp of the mastermind’s quirks and motivations long before the NPC enters the picture. When the mastermind finally does appear, his behavior and attitudes should be the final piece of a puzzle developed over the course of an entire season, not a total revelation. For example, if the mastermind is a politico bent on increasing his personal power, the agents should notice that his henchman are consistently dispatched on blackmail and assassination missions targeting other political figures. Once the final piece falls into place — that the targets were the mastermind’s political rivals — the mastermind should fit perfectly into the events of the leading season. The GC should remember that more than any other character, the mastermind is a microcosm of the threat organization. His goals should match those of the threat organization down to the finest detail, as his vision forms the core of the greater whole. If the threat is a violent religious crusade, the mastermind should be a fanatical follower of the espoused religion, if not the religion’s founder. If the threat is a rival agency, the mastermind should be a cold, calculating intelligence professional. This reinforces the threat’s theme in the agents’ minds, and lends the mastermind a larger than life presence. The ultimate villain may be only one man, but his goals and ideals shape the entire threat against which the agents struggle. As with henchmen, the GC should be careful to ascribe motivations and beliefs that he understands to the mastermind. The GC need not agree with the mastermind’s beliefs, or even sympathize with them, but he should at the very least understand the logic behind them — however twisted — and roleplay them appropriately and effectively. This allows the GC to focus most closely on characterization and drama, rather than propping up the mastermind’s believability. The mastermind is the last challenge the agents must surmount during a season, and such encounters often end in violence. Not every mastermind can be a soldier, and the GC should stack the odds in favor of less combatoriented masterminds. Remember that the mastermind has the resources of the entire threat organization at his disposal, and more likely than not, the agents ultimately confront him in his lair, or at the very least, in territory with which the mastermind is familiar. One or more minion squads are probably nearby to lend combat support, and the location is likely riddled with appropriate dangers ranging from traps to secret passages and other surprises. Perhaps a shark pen is concealed beneath the command center’s floor, beneath a spring-loaded trap door. Perhaps the mastermind is concealed behind

Finding the Body Veteran agents know that finding the body is the holy grail in battling a true mastermind. Until they possess this hard evidence of a mastermind’s demise, the villain may still be out there, rebuilding his organization and waiting for the right time to strike. Such “legacy villains” are a staple of serialized espionage drama. Yet the time-worn “infinite escape” plot twist should be used with great caution. A villain’s constant return can easily lead to player frustration, and a sense that in the final analysis, the team’s heroic efforts don’t really matter. When re-introducing any legacy villain, the GC should keep three simple rules in mind: “Time Heals All Wounds…”: The defeat of a mastermind is a momentous event, and the team’s fallen foe should not be able to simply leap back on his horse and ride once more into battle. In general, the GC should let at least one full season pass — if only a short one — before once more featuring a legacy mastermind as the head of a new threat organization. “…But Scars Are Left Behind”: Most often, the agents finally defeat a mastermind in a cataclysmic showdown. If the mastermind reappears after such a confrontation with nary a scratch, the agents will feel cheated. Instead, the mastermind should bear tags of his previous encounters with the team — burn scars from a chemical fire, confinement to a wheelchair following a great fall, and so on. Further, it’s not merely enough to include these reminders, but to emphasize them upon the villain’s return. Old Foe, New Battles: Most likely, in the mastermind’s absence, his threat organization has fallen to pieces. He shouldn’t simply return to power at the head of the same organization, or even one similar to his previous regime. Instead, he might have built a new power base from scratch or moved on to seize control of an entirely different threat organization. This reminds the agents that though the mastermind is a threat once more, he was unable to simply shrug off his prior defeat, and verifies that the team’s actions do indeed have lasting consequences.

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mastermind Deranged Scientist: The mastermind is on the cutting edge of science in a particular field, and obsessed with making the next big breakthrough, regardless of the lives lost in the process. Determined Holdout: The mastermind and his organization are the last relics of a bygone movement, and he’s willing to go to any lengths to restore his faction to power. Disillusioned Politico: The mastermind once worked within the system for his goals, but realized long ago that those who truly get things done needn’t rely on the good will of a voting public. Fringe Ideologue: The mastermind preaches a fringe belief, and is determined to spread his message no matter the cost. Genocidal Butcher: The mastermind holds great hatred toward a particular race or creed, and will go to any lengths to wipe the group from the face of the earth. Godfather: The mastermind is the patriarch of a massive criminal organization. Illuminati: For decades, the mastermind has manipulated mankind from behind the scenes, and takes all steps necessary to maintain his influence. Industrialist Czar: The mastermind is an industrial leader, but his business practices are ruthless at least, murderous at worst. Last Legs: The mastermind is crippled or dying, and bitter at his fate. He intends to drag the entire world down with him. Man of Mystery: The mastermind is a cipher. Long ago, he disappeared into the woodwork, and plans to stay out of the public eye. Master Criminal: The mastermind is the ringleader of an international criminal cartel. Misguided Visionary: The mastermind believes he knows the secret to peace on earth, and plans to enforce his vision of the world on the rest of mankind, whether they want to be “enlightened” or not. Playboy Dilettante: The mastermind is a pampered billionaire, spending his fortune on the most depraved (and illegal) of pleasures. Religious Zealot: The mastermind intends to convert the entire world to his own faith – and kill those who do not believe. Righteous Crusader: The mastermind leads an organization dedicated to justice, peace, or some other high ideal. The means through which he pursues such goals, however, include blackmail, intimidation, and murder. Rogue Control: The mastermind once led a national intelligence agency, and is now a veteran of the espionage game. Ruthless Competitor: The mastermind is a leader in industry, business, or research, using all means at his disposal to cripple his competition and gain preeminence in his field.

It’s just as important in these final moments for the mastermind to be effective outside combat. The GC shouldn’t hesitate to use action dice to augment the villain’s skill checks, or to activate critical successes and failures. This is where the season needs to explode with wild action and over-the-top outcomes, forcing the agents into unbelievable situations and then making sure they pay for every hit they score on the villain, every minor success they manage along the way. Since the mastermind is a season’s final challenge, the GC can do little to sabotage the fun at this point. Those pitfalls that do exist, however, are to be avoided at all costs. First, the GC needs to be certain that the mastermind’s defeat comes at the agents’ hands — after all that the team has been through and accomplished, they deserve to make the telling blows. Second, though the temptation exists to forestall the mastermind’s final defeat — particularly for those masterminds that prove particularly entertaining — the GC should only deprive the agents of their victory if they are left satisfied by other aspects of the season. Stalemates and hollow conclusions make for frustrated players.

Mastermind Hooks A henchman’s hook is usually the hook for an entire season — the reason for everything that happens and the wellspring for most, if not all, plots and subplots throughout. It’s often helpful for the GC to choose the mastermind’s hook first and build the rest of the season around it, as described in the original Mastermind System rules (see the Spycraft Espionage Handbook, page 242). To generate an original mastermind’s hook, choose from, or roll 1d20 and consult, Table 2.5: Mastermind Hooks (see page 51). This is just a sampling of the hooks from which a mastermind may be generated — the GC should look outside the box when generating his own creations, tailoring them to his players’ personalities and play styles. Descriptions of all results follow. Brutal Despot: The mastermind rules his nation with an iron fist. Most likely, his country is a developing power, soon to become a rogue nation. Alternately, the mastermind has gained control of a world power through cunning political machination and complex games of intrigue, maintaining control with vicious secret police and a well-armed military. Champion of the People: The mastermind believes himself a defender of the common man. He considers government a tool of “The Man,” and goes to any lengths to fight for the rights of the downtrodden. Usually, the mastermind counts himself among their number, whether he’s right or not. Regardless of his motives, however, the mastermind’s means are typically reprehensible.

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leadership Super Hacker: The mastermind is an elusive hacker, using his computer expertise to grease the wheels for his henchmen’s operations — in exchange for a cut of the profits.

Extravagant: The mastermind is prone to extreme demonstrations of appreciation and displeasure. Those who please him are granted small fortunes, mansions, and their hearts’ desire, while those who disappoint receive a painful death and a shallow grave. Gamesman: The mastermind enjoys testing his skills against his foes — in marksmanship, automobile racing, or even chess. God Complex: The mastermind has not only convinced his minions of his omnipotence, he believes in it himself. Grand Planner: The mastermind is given to intricate, globe-spanning plots that take years to play out. Grandstander: The mastermind thrives on grand gestures. When ordering an assassination, for example, the victim’s entire family is sanctioned. If he wishes a building destroyed, he nukes the entire city within which it stands. Hands On: The mastermind likes nothing more than to get his own hands dirty, and an operation is never done right unless he does it himself. Immortality Syndrome: The mastermind believes himself untouchable. Perhaps he survived a horrible accident without a scratch, or maybe his belief is only subconscious. Man of God: The mastermind is devout in his religious beliefs, though he twists the teachings of his faith to his own convenience. Megalomaniac: The mastermind is drunk with power, and enjoys flaunting his absolute authority over his organization. Minimalist: The mastermind is a firm believer in the principle of waste not, want not. Henchmen he sends on assassination missions might receive a single bullet with the victim’s name on it, and the mastermind’s own quarters are likely quite Spartan. Paranoid: The mastermind believes that everyone — even his own minions — are out to bring him down, and doesn’t tolerate even an iota of disloyalty. Patriarchal: The mastermind considers his organization to be his family, even treating disloyal members as misguided children. Plausible Deniability: The mastermind is obsessed with maintaining his own “innocence.” He gives orders only in obscure innuendo, and refuses to directly involve himself in his schemes. Prognosticator: The mastermind relies on a psychic, tarot reader, or even his horoscope to decide his actions. Public Image: The mastermind is a public figure, obsessed with maintaining public good will. Warmonger: The mastermind indulges in private wars, looking toward a final, global conflagration.

Table 2.5: Mastermind Hooks Roll 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20

Hook Brutal Despot Champion of the People Deranged Scientist Determined Holdout Disillusioned Politico Fringe Ideologue Genocidal Butcher Godfather Illuminati Industrialist Czar Last Legs Man of Mystery Master Criminal Misguided Visionary Playboy Dilettante Religious Zealot Righteous Crusader Rogue Control Ruthless Competitor Super Hacker

Mastermind Quirks A mastermind’s traits and habits become the flavor for a season, spicing the meat and generating unique spins on the central premise. Locations, scene structure, characters — the mastermind’s quirks help to define the details that make every serial an original adventure. To generate an original mastermind’s primary quirk, choose from, or roll 1d20 and consult, Table 2.6: Mastermind Quirks (see page 52). Descriptions of all results follow. Animal Lover: The mastermind has an appreciation for wildlife, particularly exotic species. He likely maintains an extensive menagerie or game preserve somewhere in or near his headquarters. Artist: The mastermind is a painter, sculptor, artist, or performer. He spends a great deal of his time mastering his craft, and may have a secret chamber in his headquarters set aside to display his work. Bloated Ego: The mastermind believes he’s a superior specimen of mankind — physically, mentally, or in both ways. He goes to great lengths to prove his superiority to his minions, his henchmen, the agents, and the world. Collector: The mastermind maintains an extensive collection — of big ticket automobiles, antique weapons, and trophies of fallen foes, or equally exotic items.

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mastermind Greed: The villain strives to expand his personal fortune. Legacy: The villain is working to build a legacy he can pass on to his successors, or accomplish an achievement that will stand the test of time. Love: The villain may be controlled by one whom he loves, or want to gain the favor of the object of his love through his actions. Loyalty: The villain is driven by loyalty to his superiors, his friends, or his family. Nationalism: The villain strives to shift his nation into the world spotlight. Peace: The villain works to establish a true and lasting peace, though in the case of henchmen and masterminds, this may be “the peace of the gun.” Pleasure: The villain pursues nothing more than the pleasures of the moment. Political Power: The villain works to establish or expand a political power base. Programmed: The villain has been brainwashed, and acts according to his programming. Prophecy: The villain believes his destiny is foreordained, and works tirelessly to fulfill his ultimate glory. Revenge: The villain has suffered some grievous (or perceived) wrong, and is obsessed with vengeance. Rivalry: The villain works to establish preeminence over a rival, in business, espionage, or politics. Survival: The villain’s survival teeters on a knife’s edge, and he is doing anything he can to avoid a grisly death.

Table 2.6: Mastermind Quirks Roll 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20

Quirk Animal Lover Artist Bloated Ego Collector Extravagant Gamesman God Complex Grand Planner Grandstander Hands On Immortality Syndrome Man of God Megalomaniac Minimalist Paranoid Patriarchal Plausible Deniability Prognosticator Public Image Warmonger

VMILLAIN OTIVATIONS The driving force behind all three types of special villain characters are largely the same — indeed, they change little from character to character, no matter their ethical bent. To generate an original villain’s primary motivation, choose from, or roll 1d20 and consult, Table 2.7: Villain Motivations (see the next column). Descriptions of all results follow.

Table 2.7: Villain Motivations Roll 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20

Admiration: The villain wishes to follow in the footsteps of another, emulating his actions or dedicating his evil deeds in memory of the adored. Ego: The villain wishes to prove himself superior to all others. Envy: The villain covets the possessions or power of another. Extortion: The villain is being blackmailed, forcing his present course of action. Fame: The villain wishes his name marked down in history. Freedom: The villain is fighting for his own freedom, or for the freedom of his family or people. Grace: The villain is working to gain favor with his god.

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Motivation Admiration Ego Envy Extortion Fame Freedom Grace Greed Legacy Love Loyalty Nationalism Peace Pleasure Political Power Programmed Prophecy Revenge Rivalry Survival

leadership VILLAIN FLAWS Table 2.8: Villain Flaws Villains are by their nature extreme characters, and all extreme characters suffer from Achilles’ Heels that may be exploited. To generate an original villain’s primary flaw, choose from, or roll 1d20 and consult, Table 2.8: Villain Flaws (see the next column). Descriptions of all results follow.

Roll 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20

Addicted: The villain is a substance abuser or obsessed with an activity, hobby, or location. Boastful: The villain can’t help but boast of both his accomplishments and his grand plans to all who express even the mildest curiosity. Impatient: The villain believes that if it’s worth doing, it’s worth doing now — soon is far too late. Impulsive: The villain rarely thinks through the ramifications of his actions. Lecherous: The villain is obsessed with the opposite sex. Melodramatic: The villain is prone to gross exaggeration of even the smallest inconveniences. Micro-Manager: The villain can’t trust his subordinates or allies to do a job right, and always hovers nearby to supervise. Narcissistic: The villain is preoccupied with his own grandeur, and cares little for the plight of others. Overly Cautious: The villain analyzes every situation — and every possible option — to the nth degree. Phobic: The villain suffers an insurmountable dread of something (e.g. darkness, women, etc.). Prejudiced: The villain believes every person of a particular race or creed is either inferior or superior to others. Ruthless: The villain goes to any length to achieve his goals, even though his actions might repulse his allies. Sadistic: The villain delights in inflicting pain. Self Destructive: The villain subconsciously loathes himself or his agenda, and sets himself up to fail whenever possible. Sensitive: The villain is vulnerable to even the most casual verbal barb. Short-Sighted: The villain has difficulty analyzing the long term effects of his actions. Soft Spot: The villain has a soft spot for a particular person that sometimes keeps him from accomplishing his goals. Supremely Overconfident: The villain believes that victory is inevitable, and rarely bothers with contingency plans. Trigger Happy: The villain believes violence is the solution to every problem. Tunnel Vision: The villain tends to focus on a particular problem to the exclusion of all other concerns.

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Flaw Addicted Boastful Impatient Impulsive Lecherous Melodramatic Micro-Manager Narcissistic Overly Cautious Phobic Prejudiced Ruthless Sadistic Self Destructive Sensitive Short-Sighted Soft Spot Supremely Overconfident Trigger Happy Tunnel Vision

mastermind EW V ILLAIN C ONQUEROR N CORE ABILITIES

Undisputed military geniuses or glorious warriors who’ve led entire armies to victory, conquerors are commonly brash characters who prefer to meet their opponents only on the field of battle. Organizations run by conquerors are often stringent military dictatorships funded by the spoils of war and built with the labor of the vanquished. Abilities: Conquerors distinguish themselves on a battlefield first and in the halls of power second. Exceptional physical abilities are a must, followed by a high Wisdom, which increases shrewdness in battle and deflects enemy deception. Vitality: 1d10 + Con modifier per level.

As described in the sidebars on pages 102–103 of the Fixer/Pointman Class Guide, masterminds and henchman can share some of the advantages gained from their first base class’s core abilities with minions under their command. The following shared abilities expand upon this initial list. Explorer: The villain may spend 1 action die to share his result with any Cultures or Languages check with all members of 1 squad of the chosen minion type. High Roller: Once per scene, as a half action, the villain may spend 1 action die and target 1 minion squad of the chosen type. For the duration of the current scene, whenever a minion of the chosen type scores a total action die result of 1, he may re-roll the die. The minion must accept the second result, no matter what it is. Martial Artist: As a half action, the villain may roll 1 action die. Each member of 1 squad of the chosen minion type regains a number of vitality points equal to 1 ⁄2 the result (rounded up). Scientist: Once per scene, the villain may spend 1 action die to grant the benefits of any 1 basic skill feat to 1 squad of the chosen minion type, even if the villain doesn’t possesses the feat himself. The benefits of this feat last until the end of the current scene. Sleuth: The villain may spend 1 action die to share his result with any education check with all members of 1 squad of the chosen minion type. Spin Doctor: Once per scene during which a squad of the chosen minion type is present, the villain may spend 1 action die to shift a target’s disposition toward the chosen squad by 1 grade. This effect lasts until the end of the current scene.

Requirements Organization: The agent must control at least part of a criminal organization, either as a mastermind, henchman, or foil with a villainous enterprise. Agent Level: 9+. Strength: 15+. Base Attack Bonus: +8 or higher. Knowledge (Tactics) or Profession (Military): 8+ ranks. Feats: Military Contacts, Personal Lieutenant, any 2 melee or ranged combat feats. Special: Only 1 conqueror may be part of any 1 organization at any time. Should a character already possessing 1 or more levels in the conqueror class already belong to an organization, no other character may gain levels in the class until the conqueror dies or leaves the organization (in which case, the same rule applies to the former conqueror after another character refills the organization’s conqueror slot). Further, no character possessing 1 or more levels in the conqueror class may join an organization whose ranks already include another character with 1 or more levels in the class. Unless the GC determines otherwise, this means that any organization’s conqueror slot is likely already filled, if not by the mastermind or one of his closest NPC henchmen, then by the most devious of the organization’s loyals. Thus, special approval is required for any agent to gain levels in the conqueror class, and only 1 agent in any standard Spycraft team may possess levels in the class.

M ASTERMIND CLASSES Mastermind classes are a new category of prestige class, similar in many ways to a senior agent class. Mastermind classes are open to all leaders of villainous organizations, including masterminds, their henchmen, and foils attached to an organization. Though intended for NPCs, mastermind classes are balanced against other Spycraft classes, and may be entered by players who receive their GC’s permission beforehand.

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leadership Training Regimen: The conqueror’s victories are attributable both to his strategic genius and his armies’ rigorous training. At 1st level, at the beginning of any serial or during its Gearing Up phase, the conqueror may reduce the number of action dice he receives at the beginning of each session during the current serial by 1, and select 1 melee or ranged combat feat he possesses. Each member of the conqueror’s organization who meets the prerequisites of this feat gains the benefits of the chosen feat until the end of the current serial. These temporary feats may not be used to meet the requirements of prestige classes or the prerequisites of other feats. Spoils of War: The conqueror’s organization is composed of veteran fighters, well equipped from the plunder of countless enemies. At 1st level, each minion in the conqueror’s organization gains a number of additional BP equal to 4 × the conqueror’s class level. Order of Battle: The conqueror is a supreme tactician with a solid chain of command throughout his organization. Beginning at 2nd level, the conqueror and each henchman in the conqueror’s organization gains the tactics class ability with a +1 bonus. This ability is identical to the pointman’s class ability of the same name (see the Spycraft Espionage Handbook, page 28), and affects all actions taken according to 1 order the character issues on behalf of the conqueror. If a target character already possesses the tactics class ability, he gains 1 additional use of the ability per session instead. At 5th level, the conqueror and each henchman in the conqueror’s organization may use his tactics ability 1 additional time per session. Rigid Discipline: At 3rd level, the conqueror and each of his teammates within his line of sight gains a +4 morale bonus with all Will saves. Additionally, each morale check made by one of these characters during combat is automatically successful. Vast Might: At 4th level, the conqueror’s Strength score — and the Strength score of each member of his organization — is increased by 2. Any character who leaves the organization immediately and permanently loses this benefit. Conqueror’s Stratagem: The conqueror leads forces that span the globe, and may use his vast military resources to not only crush his enemies, but stamp them

Class Skills The conqueror’s class skills and key abilities are: Class Skill Concentration Craft Culture Demolitions Diplomacy Driver First Aid Handle Animal Intimidate Knowledge Languages Listen Pilot Profession Search Sense Motive Sport Spot Surveillance Survival

Key Ability Wis Wis Wis Int Cha Dex Wis Dex Str or Cha Int Wis Wis Dex Wis Int Wis Str or Dex Wis Wis Wis

Skill Points at Each Additional Level: 6 + Int modifier.

Class Features All of the following are class features of the conqueror. Mastermind: The conqueror is a mastermind class with no core ability. If the agent has yet to gain a core ability from a prestige class, he gains the core ability of the next non-mastermind, non-senior prestige class with which he gains a level. Further, if the agent has previously gained levels in another mastermind class, he may not gain any levels in the conqueror class. Class Feats: At 1st level, the conqueror gains the following feats. Armor Group Proficiency (Light) Armor Group Proficiency (Medium) Armor Group Proficiency (Heavy) Weapon Group Proficiency (Handgun) Weapon Group Proficiency (Hurled) Weapon Group Proficiency (Melee) Weapon Group Proficiency (Rifle)

Table 2.9: The Conqueror Lvl 1 2 3 4 5

Base Att Bon +1 +2 +3 +4 +5

Fort Save +2 +3 +3 +4 +4

Ref Save +0 +0 +1 +1 +1

Will Save +1 +2 +2 +2 +3

Def Bon +1 +1 +2 +2 +3

Init Bon +1 +2 +3 +3 +4

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Budg Pts 2 4 6 8 10

Gadg Pts 0 1 1 2 2

Special Spoils of war, training regimen Order of battle 1/session Rigid discipline Vast might +2 Conqueror’s stratagem, order of battle 2/session

mastermind to an organization, no other character may gain levels in the class until the eternal dies or leaves the organization (in which case, the same rule applies to the former eternal after another character refills the organization’s eternal slot). Further, no character possessing 1 or more levels in the eternal class may join an organization whose ranks already include another character with 1 or more levels in the class. Unless the GC determines otherwise, this means that any organization’s eternal slot is likely already filled, if not by the mastermind or one of his closest NPC henchmen, then by the most devious of the organization’s loyals. Thus, special approval is required for any agent to gain levels in the eternal class, and only 1 agent in any standard Spycraft team may possess levels in the class.

out. At 5th level, once per round as a full action, the conqueror may spend 4 action dice to summon reinforcements from an unsuspected sector. If the conqueror uses this ability during combat, the reinforcements arrive in the form of 2 of the conqueror’s minion squads, lead by a special NPC identical to the conqueror’s personal lieutenant. These reinforcements appear no closer than 100 ft. from the conqueror, then roll initiative, joining the combat during the following round. If the conqueror uses this ability outside of combat, the reinforcements arrive in the form of a second force, identical to the conqueror’s starting force (at full strength). These forces arrive in 1d10+5 rounds, under conditions and in positions determined by the GC. This ability may only be used if the conqueror is able to communicate with his home office — verbally, electronically, or though another equally rapid means.

Class Skills The eternal’s class skills and key abilities are: Class Skill Balance Bureaucracy Concentration Cultures Driver First Aid Gather Information Intimidate Knowledge Languages Jump Mechanics Sense Motive Spot Survival

ETERNAL The eternal embodies the adage, “evil never dies.” This tough-as-nails villain displays endurance and tenacity that seemingly surpass human limits, allowing him to survive in spite of the stoutest resistance. The eternal tends to favor slow, durable strategies and tactics, slowly grinding his opponents down with lengthy wars of attrition or the slow passage of time. As a leader, the eternal is traditional, ruling his organizations like a king of old — while stable, his organizations are also archaic and inflexible. Yet despite this, the eternal carries on as he always has, knowing that his dynasties will carry on long after he is gone. Abilities: A high Constitution score is critical for the eternal, increasing his durability and fortitude. High Strength or Wisdom scores are also beneficial, as they either reinforce his skill at arms or his patience to outlast opponents. Vitality: 1d12 + Con modifier per level.

Key Ability Dex Cha Wis Wis Dex Wis Cha Str or Cha Int Wis Str Int Wis Wis Wis

Skill Points at Each Additional Level: 4 + Int modifier.

Class Features All of the following are class features of the eternal. Mastermind: The eternal is a mastermind class with no core ability. If the agent has yet to gain a core ability from a prestige class, he gains the core ability of the next non-mastermind, non-senior prestige class with which he gains a level. Further, if the agent has previously gained levels in another mastermind class, he may not gain any levels in the eternal class. Class Feats: At 1st level, the eternal gains the following feats. Armor Group Proficiency (Light) Armor Group Proficiency (Medium) Armor Group Proficiency (Heavy) Weapon Group Proficiency (Handgun) Weapon Group Proficiency (Hurled) Weapon Group Proficiency (Exotic, Archaic) Weapon Group Proficiency (Melee)

Requirements Organization: The agent must control at least part of a criminal organization, either as a mastermind, henchman, or foil with a villainous enterprise. Agent level: 9+. Constitution: 15+. Bureaucracy: 8+ ranks. Concentration: 12+ ranks. Feats: Great Fortitude, Hard Core, Quick Healer, Toughness. Special: Only 1 eternal may be part of any 1 organization at any time. Should 1 character already possessing 1 or more levels in the eternal class already belong

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leadership Table 2.10: The Eternal Lvl 1 2 3 4 5

Base Att Bon +1

Fort Save +2

Ref Save +0

Will Save +2

Def Bon +1

Init Bon +0

Budg Pts 1

Gadg Pts 0

+2 +3 +4 +5

+3 +3 +4 +4

+0 +1 +1 +1

+3 +3 +4 +4

+1 +2 +2 +3

+1 +1 +2 +2

2 3 4 5

1 2 3 3

Might of Ages: At 1st level, at the beginning of any serial or during its Gearing Up phase, the eternal may reduce the number of action dice he receives at the beginning of each session of the current serial by 1, and select 1 basic or unarmed combat feat that he possesses. Each member of the conqueror’s organization who meets the prerequisites of this feat gains the benefits of the chosen feat until the end of the current serial. These temporary feats may not be used to meet the requirements of prestige classes or the prerequisites of other feats. Eternal Sovereign: The eternal’s followers take comfort in his longevity and stability. At 1st level, each minion in the eternal’s organization may ignore a number of points of damage during each combat round equal to eternal’s class level. Grind to Dust: The eternal’s followers are relentless warriors willing to sacrifice everything to crush their leader’s enemies. At 2nd level, once per round, the eternal and each of his henchmen may spend a number of vitality points up to a number of vitality points equal to his total Fortitude save bonus. For each point spent in this manner, the damage inflicted by the character’s melee and unarmed attacks is increased by 1 until the end of the current round. At 5th level, when the eternal or one of his henchmen spends 1 or more vitality points to activate this ability, each point spent increases the results of the character’s melee and unarmed attack and his damage rolls until the end of the current round. Unstoppable: The eternal’s followers gain an almost supernatural fortitude under his direct leadership. At 3rd level, the eternal and each of his teammates within his line of sight may not be stunned, staggered, or knocked unconscious (even if reduced to 0 or fewer wounds). Further, the eternal and each of his teammates within his line of sight completely ignores all damage from the first critical hit he suffers during each combat. Vast Endurance: At 4th level, the eternal’s Constitution score — and the Constitution score of each member of his organization — is increased by 2. Any character who leaves the organization immediately and permanently loses this benefit.

Special Eternal sovereign, might of ages Grind to dust (damage) Unstoppable Vast endurance +2 Eternal’s permanence, grind to dust (attack/damage)

Eternal’s Permanence: At 5th level, when the eternal’s vitality or wound points are reduced to 0 or less, once per round as a free action, the eternal may spend 4 action dice to immediately gain 50 vitality or a number of wounds equal to his Constitution score. This bonus may not increase the eternal’s vitality points above his standard maximum. The eternal may use this ability even if his wounds are reduced to –10 or less, but not if his wounds are reduced to –25 or less (as at that point, his body is destroyed).

MANIPULATOR The manipulator is many things to many people — a shadowy ruler, a traitorous schemer, a treacherous enemy — but the only constant upon which everyone agrees is that he is not to be trusted. The manipulator is a master of doublespeak and deception, preying upon the goodwill of his allies and the weaknesses of his enemies. This cunning criminal typically founds his organizations upon layer over layer of deceit and subterfuge, from behind which he may pursue his own mysterious agendas. His organizations are usually complex and ruthless bureaucracies, rife with politicking and competition amongst the ranks, above which the manipulator sits and watches, grinning. Abilities: The manipulator relies upon cunning to undermine his foes, and persuasion to turn others to his side, so high Wisdom and Charisma scores are essential. Intelligence and Dexterity are also important, as they fuel the manipulator’s plots, in and out of combat. Vitality: 1d8 + Con modifier per level.

Requirements Organization: The agent must control at least part of a criminal organization, either as a mastermind, henchman, or foil with a villainous enterprise. Agent level: 9+. Wisdom: 15+. Bluff: 12+ ranks. Innuendo: 8+ ranks. Feats: Mark, Handler, Stealthy.

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mastermind Sleight of Hand Spot Surveillance

Special: Only 1 manipulator may be part of any 1 organization at any time. Should a character already possessing 1 or more levels in the manipulator class already belong to an organization, no other character may gain levels in the class until the manipulator dies or leaves the organization (in which case, the same rule applies to the former manipulator after another character refills the organization’s manipulator slot). Further, no character possessing 1 or more levels in the manipulator class may join an organization whose ranks already include another character with 1 or more levels in the class. Unless the GC determines otherwise, this means that any organization’s manipulator slot is likely already filled, if not by the mastermind or one of his closest NPC henchmen, then by the most devious of the organization’s loyals. Thus, special approval is required for any agent to gain levels in the manipulator class, and only 1 agent in any standard Spycraft team may possess levels in the class.

Skill Points Per Each Additional Level: 8 + Int modifier.

Class Features All of the following are class features of the manipulator. Mastermind: The manipulator is a mastermind class with no core ability. If the agent has yet to gain a core ability from a prestige class, he gains the core ability of the next non-mastermind, non-senior prestige class with which he gains a level. Further, if the agent has previously gained levels in another mastermind class, he may not gain any levels in the manipulator class. Class Feats: At 1st level, the manipulator gains the following feats. Armor Group Proficiency (Light) Armor Group Proficiency (Medium) Weapon Group Proficiency (Handgun) Weapon Group Proficiency (Hurled) Weapon Group Proficiency (Melee)

Class Skills The manipulator’s class skills and key abilities are: Class Skill Appraise Bluff Bureaucracy Computers Concentration Cryptography Cultures Diplomacy Disguise Escape Artist Forgery Gather Information Hide Innuendo Intimidate Knowledge Languages Listen Move Silently Profession Search Sense Motive

Dex Wis Wis

Key Ability Int Cha Cha Int Wis Int Wis Cha Cha Dex Int Cha Dex Cha Str or Cha Int Wis Wis Dex Wis Int Wis

Master’s Blessings: The manipulator uses force of personality to inspire his followers to their utmost ability. At 1st level, at the beginning of any serial or during its Gearing Up phase, the manipulator may reduce the number of action dice he receives at the beginning of each session of the current serial by 1, and select 1 chance or chase feat that he possesses. Each member of the manipulator’s organization who meets the prerequisites of this feat gains the benefits of the chosen feat until the end of the current serial. These temporary feats may not be used to meet the requirements of prestige classes or the prerequisites of other feats. Play to Win: In a manipulator’s organization, only those willing to go to any length to get ahead survive. At 1st level, each minion in the manipulator’s organization gains a competence bonus with all opposed skill checks equal to the manipulator’s class level. Web of Lies: The manipulator handpicks his lieutenants for their guile and skill at deceit, forming a vast network to conceal his complex plots. At 2nd level, once per session, the manipulator and each of his

Table 2.11: The Manipulator Lvl 1 2 3 4 5

Base Att Bon +0 +1 +2 +3 +3

Fort Save +0 +0 +1 +1 +1

Ref Save +2 +3 +3 +4 +4

Will Save +2 +3 +3 +4 +4

Def Bon +1 +1 +2 +2 +3

Init Bon +1 +1 +2 +2 +3

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Budg Pts 1 2 3 4 5

Gadg Pts 0 1 2 3 3

Special Master’s blessings, play to win Web of lies +10 Fatal ruse Vast cunning +2 Manipulator’s scheme, web of lies +20

leadership MENTOR

henchmen may suppress information that might reveal his activities, or those of the manipulator. The character selects 1 event that happened during the current session in which either he or the manipulator was involved (e.g. a kidnapping, a murder, a political maneuver, etc.). He then spends 4 hours getting in touch with his contacts, after which the DCs of all Computers, Gather Information, Search, Surveillance, and inspiration checks made to collect information about the chosen event are increased by 10. At 5th level, when the manipulator or one of his henchmen uses this ability, the DCs of all Computers, Gather Information, Search, Surveillance, and inspiration checks made to collect information about the chosen event are increased by an additional +5 (for a total increase of +20). Fatal Ruse: The manipulator is a crafty and underhanded fighter who encourages his followers to follow his example. At 3rd level, the manipulator and each of his teammates within his line of sight may make a disarm, feint, strike object, or trip action as a free action. Further, the manipulator and each of his teammates within his line of sight gains a bonus with all attack rolls and skill checks made as part of this action equal to the manipulator’s class level (rounded down). The manipulator and each of his teammates may use this ability a number of times per session equal to the manipulator’s class level, but not more than once during any single round. Vast Cunning: At 4th level, the manipulator’s Wisdom score — and the Wisdom score of each member of his organization — is increased by 2. Any character who leaves the organization immediately and permanently loses this benefit. Manipulator’s Scheme: The manipulator’s skill at deception is so immense that his true aims and intentions are almost impossible to pin down. At 5th level, as a free action at the end of any combat round, the manipulator may spend 4 action dice to negate all damage, all results of failed saving throws, and all errors and critical failures suffered by himself and each of his teammates during the current round.

The mentors is the textbook example of the “evil genius” — a cruel, callous scientist or scholar who treats the world as a subject to be examined, dissected, and disposed of for his own ends. The mentors is also a master of super-science, and often possesses the most advanced and dangerous gadgets and weapons at anyone’s disposal. The mentor’s organizations is often a meritocracy, in which those with natural ability or knowledge dominate. While these organizations may look like benevolent centers of enlightenment, a heartless and unethical academy lurks just beneath the surface, in which failed operatives and hostages are experimented upon in the name of progress and for the mentor’s greater glory. Abilities: Intelligence is far and away the mentor’s most important ability, as it provides him with skill points and powers many of his class skills. Wisdom comes in a distant second, as it also improves many of the mentor’s class skills. Vitality: 1d8 + Con modifier per level.

Requirements Organization: The agent must control at least part of a criminal organization, either as a mastermind, henchman, or foil with a villainous enterprise. Agent level: 9+. Intelligence: 15+. Knowledge (any 2): 12+ ranks (each). Feats: Advanced Skill Mastery (Scholarly), Extra R&D Support, False Start. Special: Only 1 mentor may be part of any 1 organization at any time. Should a character already possessing 1 or more levels in the mentor class already belong to an organization, no other character may gain levels in the class until the mentor dies or leaves the organization (in which case, the same rule applies to the former mentor after another character refills the organization’s mentor slot). Further, no character possessing 1 or more levels in the mentor class may join an organization whose ranks

Table 2.12: The Mentor Lvl 1 2 3 4 5

Base Att Bon +0 +1

Fort Save +0 +0

Ref Save +0 +0

Will Save +2 +3

Def Bon +1 +2

Init Bon +0 +1

Budg Pts 2 4

Gadg Pts 1 2

+1 +2 +2

+1 +1 +1

+1 +1 +1

+3 +4 +4

+3 +3 +4

+1 +2 +2

6 8 10

3 4 5

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Special Illuminated, ivory tower Engineered competence 1/session Checkmate Vast intellect +2 Engineered competence 2/session, mentor’s design

mastermind Illuminated: At 1st level, at the beginning of any serial or during its Gearing Up phase, the mentor may reduce the number of action dice he receives at the beginning of each session of the current serial by 1, and select 1 basic or advanced skill feat that he possesses. Each member of the manipulator’s organization who meets the prerequisites of this feat gains the benefits of the chosen feat until the end of the current serial. These temporary feats may not be used to meet the requirements of prestige classes or the prerequisites of other feats. Ivory Tower: The mentor’s focus on science, research, and technology gives him a distinct advantage over his enemies. Beginning at 1st level, each minion in the mentor’s organization gains a number of GP equal to the mentor’s class level. Engineered Competence: A mentor’s most trusted henchmen are selected for their quick wits as often as their prowess on the battlefield. At 2nd level, once per session, the mentor and each of his henchmen may re-roll 1 attack roll or skill check. The character must accept the result of this second result, even if it’s worse than the first. At 5th level, the mentor and each of his henchmen may use this ability twice per session. Checkmate: The mentor is a keen strategist, ensuring that his followers fight in a logical and coordinated way. At 3rd level, the mentor and each of his teammates within his line of sight may cooperate with the mentor or another teammate when making an attack roll or skill check. No cooperation checks are made; instead, the leader gains a +2 cooperation bonus for each teammate assisting him in this fashion. Each involved teammate must assist for the attack roll or skill check’s full duration. If the leader’s action is an attack, each teammate assisting him must be within range of the target and expend the same amount of ammunition (if any) as the leader in order to provide this bonus. Vast Intellect: At 4th level, the manipulator’s Intelligence score — and the Intelligence score of each member of his organization — is increased by 2. Any character who leaves the organization immediately and permanently loses this benefit. Mentor’s Design: The mentor hoards rare and dangerous technologies, providing him with a nearly limitless arsenal of deadly weapons and incredible devices at a moment’s notice. At 5th level, once per round as a full action, the mentor may spend 4 action dice to gain the use of 1 gadget, vehicle, or intelligence resource with a GP cost up to his Intelligence score. This asset is lost at the end of the current session. The mentor may use this ability even if stripped of all his equipment and/or visible resources, though not within a completely isolated location (such as a clean room).

already include another character with 1 or more levels in the class. Unless the GC determines otherwise, this means that any organization’s mentor slot is likely already filled, if not by the mastermind or one of his closest NPC henchmen, then by the most devious of the organization’s loyals. Thus, special approval is required for any agent to gain levels in the mentor class, and only 1 agent in any standard Spycraft team may possess levels in the class.

Class Skills The mentor’s class skills and key abilities are: Class Skill Appraise Computers Concentration Craft Cryptography Cultures Demolitions Diplomacy Electronics Forgery First Aid Gather Information Hide Hobby Innuendo Knowledge Listen Mechanics Profession Search Sense Motive Sleight of Hand Spot Surveillance Survival

Key Ability Int Int Wis Wis Int Wis Int Cha Int Int Wis Cha Dex Wis Cha Int Wis Int Wis Int Wis Dex Wis Wis Wis

Skill Points at Each Additional Level: 8 + Int modifier.

Class Features All of the following are class features of the mentor. Mastermind: The mentor is a mastermind class with no core ability. If the agent has yet to gain a core ability from a prestige class, he gains the core ability of the next non-mastermind, non-senior prestige class with which he gains a level. Further, if the agent has previously gained levels in another mastermind class, he may not gain any levels in the mentor class. Class Feats: At 1st level, the mentor gains the following feats. Armor Group Proficiency (Light) Armor Group Proficiency (Medium) Weapon Group Proficiency (Handgun) Weapon Group Proficiency (Melee)

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leadership Survival: 12+ ranks. Feats: Bloodthirsty, Traceless, Track. Special: Only 1 predator may be part of any 1 organization at any time. Should a character already possessing 1 or more levels in the predator class already belong to an organization, no other character may gain levels in the class until the predator dies or leaves the organization (in which case, the same rule applies to the former predator after another character refills the organization’s predator slot). Further, no character possessing 1 or more levels in the predator class may join an organization whose ranks already include another character with 1 or more levels in the class. Unless the GC determines otherwise, this means that any organization’s predator slot is likely already filled, if not by the mastermind or one of his closest NPC henchmen, then by the most devious of the organization’s loyals. Thus, special approval is required for any agent to gain levels in the predator class, and only 1 agent in any standard Spycraft team may possess levels in the class.

Class Skills

PREDATOR

The predator’s class skills and key abilities are: Class Skill Balance Bluff Climb Cultures Demolitions Escape Artist Hide Intimidate Jump Listen Move Silently Search Spot Survival Tumble

The predators is the most devious and vicious of masterminds — a ruthless hunter/killer who toys with his prey, harassing and confusing them before striking the final blow. Unlike most leaders, the predators is fairly “hands on,” sometimes going so far as to personally lead his minions during manhunts. The predator’s organization is a striking example of natural selection at its finest, where the strong prevail and the weak perish. His callous rule is legendary, for though he may not be a powerful figurehead, those who dare express their dissent are swiftly and permanently silenced. Abilities: A high Dexterity is the predator’s key ability, as it increases his natural grace, powers many of his class skills, and makes him a more able hunter. Many predators favor close combat, making Strength another vital ability. Finally, a high Wisdom score assists the predator in stalking his prey more effectively. Vitality: 1d12 + Con modifier per level.

Key Ability Dex Cha Str Wis Int Dex Dex Str or Cha Str Wis Dex Int Wis Wis Dex

Skill Points Per Level: 4 + Int modifier.

Class Features All of the following are class features of the predator. Mastermind: The predator is a mastermind class with no core ability. If the agent has yet to gain a core ability from a prestige class, he gains the core ability of the next non-mastermind, non-senior prestige class with which he gains a level. Further, if the agent has previously gained levels in another mastermind class, he may not gain any levels in the predator class.

Requirements Organization: The agent must control at least part of a criminal organization, either as a mastermind, henchman, or foil with a villainous enterprise. Agent level: 9+. Dexterity: 15+. Intimidate: 8+ ranks.

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mastermind Class Feats: At 1st level, the predator gains the following feats. Armor Group Proficiency (Light) Armor Group Proficiency (Medium) Weapon Group Proficiency (Exotic, Archaic) Weapon Group Proficiency (Exotic, Martial Arts) Weapon Group Proficiency (Handgun) Weapon Group Proficiency (Hurled) Weapon Group Proficiency (Melee) Weapon Group Proficiency (Rifle)

This ability is identical to the uncanny dodge ability possessed by the fixer. If a benefiting character possesses the uncanny dodge ability from one or more other classes, he may add levels from these other classes in a limited fashion to determine the effectiveness of this ability. The character’s level in one other class granting him the uncanny dodge ability is increased by 4. Law of the Pack: The predator is a master of ambushes and pack hunting who can lead his followers to victory over opponents many times their strength. At 3rd level, the predator and each of his teammates within his line of sight inflicts an additional +2d6 sneak attack damage when either flanking a target or attacking a target who’s currently denied his Dexterity bonus to Defense (including any character who is flat-footed or immobilized). This damage stacks with sneak attack damage gained from other sources. This bonus is only applied to ranged attacks made within 1 range increment — beyond that, it’s difficult to hit the target’s vitals. A character may use this ability with any weapon or unarmed attack, even one that inflicts subdual damage. However, he cannot use a weapon that inflicts normal damage to inflict subdual damage during this attack, even by applying the standard –4 penalty (see the Spycraft Espionage Handbook, page 173), nor may he use strafe fire when making this attack. Finally, a character may not use this ability against any target who is immune to critical hits, who benefits from total concealment, or whose vitals are out of reach. Vast Grace: At 4th level, the predator’s Dexterity score — and the Dexterity score of each member of his organization — is increased by 2. Any character who leaves the organization immediately and permanently loses this benefit. Predator’s Gambit: The predator need not always hunt his prey — rather, he can make his prey come to him. At 5th level, once per round as a full action, the predator may spend 4 action dice to spring an ambush upon his opponents. Each opponent within the predator’s line of sight immediately become flat-footed, and a single squad of the predator’s minions appears at the

Alpha Hunter: At 1st level, at the beginning of any serial or during its Gearing Up phase, the predator may reduce the number of action dice he receives at the beginning of each session of the current serial by 1, and select 1 covert or terrain feat he possesses. Each member of the manipulator’s organization who meets the prerequisites of this feat gains the benefits of the chosen feat until the end of the current serial. These temporary feats may not be used to meet the requirements of prestige classes or the prerequisites of other feats. Survival of the Fittest: The predator’s brutal rule of his organization ensures that only the wiliest and most savage followers survive. At 1st level, each minion in the predator’s organization gains a dodge bonus to Defense equal to the predator’s class level. Any minion who becomes flat-footed or is denied his Dexterity bonus to Defense immediately loses this benefit. Instinctual: The predator’s faithful followers are survivors, with instincts honed by his organization’s savage nature. At 2nd level, the predator and each of his henchmen retain their Dexterity bonus to Defense (if any), even when caught flat-footed or attacked by an invisible adversary (though they still lose their Dexterity bonuses to Defense if immobilized). At 5th level, the predator and each of his henchmen may react to opponents on both sides as easily as they can to a single attacker, and may therefore no longer be flanked. This ability denies fixers and others agents possessing the sneak attack ability the opportunity to use flank attacks to sneak attack the character, unless the attacker’s agent level is at least 4 higher than that of the target.

Table 2.13: The Predator Base Att Bon +0

Fort Save +1

Ref Save +2

Will Save +0

Def Bon +1

Init Bon +1

Budg Pts 3

Gadg Pts 0

2

+1

+2

+3

+0

+2

+1

6

1

3 4 5

+2 +3 +3

+2 +2 +3

+3 +4 +4

+1 +1 +1

+3 +3 +4

+2 +2 +3

9 12 15

1 2 2

Lvl 1

62

Special Alpha hunter, survival of the fittest Instinctual (Dexterity bonus to Defense) Law of the pack Vast grace +2 Instinctual (can’t be flanked), predator’s gambit

leadership conclusion of the predator’s initiative count, under conditions and in positions determined by the GC (though they may enter play no closer than 30 ft. to any of the predator’s opponents). These minions may immediately take 1 full action or 2 half actions and thereafter act at the conclusion of the predator’s initiative count during each round.

Class Skills The tyrant’s class skills and key abilities are: Class Skill Bluff Bureaucracy Cultures Diplomacy Gather Information Hide Hobby Innuendo Intimidate Knowledge Languages Listen Move Silently Profession Search Sense Motive Sport Spot Surveillance Survival

TYRANT This merciless dictator reigns over his organization with an iron fist of bureaucracy and fear. He also tends to be a megalomaniac who revels in his power, demanding absolute loyalty from his followers while crushing those who dare contest him. A tyrant’s rule is enforced with brutal reprisals and capital punishment for those who stray from the letter of his orders (and those who don’t), and anyone unfortunate enough to be caught in his domain is kept subservient with a combination of military might, propaganda, and terror. Abilities: The tyrant is a silver-tongued bureaucrat and fearsome dictator, so Charisma is invariably important to him, and Intelligence grants him the skill point pool necessary to back up his claims. Vitality: 1d10 + Con modifier per level.

Key Ability Cha Cha Wis Cha Cha Dex Wis Cha Str or Cha Int Wis Wis Dex Wis Int Wis Str or Dex Wis Wis Wis

Skill Points at Each Additional Level: 6 + Int modifier.

Class Features Requirements

All of the following are class features of the tyrant. Mastermind: The tyrant is a mastermind class with no core ability. If the agent has yet to gain a core ability from a prestige class, he gains the core ability of the next non-mastermind, non-senior prestige class with which he gains a level. Further, if the agent has previously gained levels in another mastermind class, he may not gain any levels in the tyrant class. Class Feats: At 1st level, the tyrant gains the following feats. Armor Group Proficiency (Light) Armor Group Proficiency (Medium) Weapon Group Proficiency (Handgun) Weapon Group Proficiency (Hurled) Weapon Group Proficiency (Melee)

Organization: The agent must control at least part of a criminal organization, either as a mastermind, henchman, or foil with a villainous enterprise. Agent level: 9+. Charisma: 15+. Bureaucracy: 8+ ranks. Sense Motive: 12+ ranks. Feats: Advanced Skill Mastery (Persuasive), Political Clout. Special: Only 1 tyrant may be part of any 1 organization at any time. Should a character already possessing 1 or more levels in the tyrant class already belong to an organization, no other character may gain levels in the class until the tyrant dies or leaves the organization (in which case, the same rule applies to the former tyrant after another character refills the organization’s tyrant slot). Further, no character possessing 1 or more levels in the tyrant class may join an organization whose ranks already include another character with 1 or more levels in the class. Unless the GC determines otherwise, this means that any organization’s tyrant slot is likely already filled, if not by the mastermind or one of his closest NPC henchmen, then by the most devious of the organization’s loyals. Thus, special approval is required for any agent to gain levels in the tyrant class, and only 1 agent in any standard Spycraft team may possess levels in the class.

Imminent Domain: At 1st level, at the beginning of any serial or during its Gearing Up phase, the tyrant may reduce the number of action dice he receives at the beginning of each session of the current serial by 1, and select 1 gear or style feat he possesses. Each member of the manipulator’s organization who meets the prerequisites of this feat gains the benefits of the chosen feat until the end of the current serial. These temporary feats may not be used to meet the requirements of prestige classes or the prerequisites of other feats.

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mastermind Reign of Fear: At 1st level, each minion in the tyrant’s organization may activate threats scored with Bureaucracy, Diplomacy, Innuendo, Intimidate and Sense Motive skill checks as critical successes without spending an action die a number of times per session equal to 1⁄2 the tyrant’s class level (rounded up). “Absolute Power…”: The tyrant’s emissaries are known throughout his domain, and may call upon the tyrant’s reputation to further their own goals. At 2nd level, once per session, the tyrant and each of his henchmen may invoke their dread reputation to cow their enemies. Each enemy within the character’s line of site must immediately make a Will save (DC equal to tyrant’s agent level + 5). With failure, the enemy suffers a morale penalty with all skill checks and saving throws equal to the character’s Charisma modifier (minimum 1). If used in combat, this penalty lasts for 2d6 rounds; otherwise, this penalty lasts until the end of the current scene. “War, By Other Means”: The tyrant’s intimidating reputation is so far-reaching that only the rarest opponent willingly raises arms against him. At 3rd level, each opponent attempting to attack the tyrant or one of the tyrant’s teammates within his line of sight must immediately make a Will save (DC equal to the target’s agent level + 5). With failure, the opponent may not attack his target, loses the attack action, and may not attack the same character for the duration of the current round. With success, the opponent may attack the same target without making additional saves for the duration of the current scene. Vast Allure: At 4th level, the tyrant’s Charisma score — and the Charisma score of each member of his organization — is increased by 2. Any character who leaves the organization immediately and permanently loses this benefit.

“…Corrupts Absolutely”: While the tyrant is universally feared, his minions are also heartened that they aren’t the targets of his wrath. At 5th level, whenever any henchman in the tyrant’s organization uses the absolute power class ability, each of the henchman’s teammates within the henchman’s line of sight gains a morale bonus with skill checks and saving throws equal to the henchman’s Charisma modifier (minimum 1). If used in combat, this bonus lasts for 2d6 rounds; otherwise, this bonus lasts until the end of the current scene. Tyrant’s Offer: A tyrant is so commanding that even his enemies are compelled to remain on his good side. At 5th level, once per round as a full action, the tyrant may spend 4 action dice to dictate the actions of a number of opponents within both verbal contact and within his line of sight equal to his Charisma modifier. If a target’s agent level is equal to or higher than the tyrant’s agent level minus 4, he must make a Will save (DC 10 + the tyrant’s agent level + the tyrant’s Charisma modifier). With failure, he acts according to the tyrant’s orders until the start of the tyrant’s initiative count during the following round. If a target’s agent level is lower than the tyrant’s agent level minus 4, he may not make this save, instead falling under the tyrant’s control as described until the start of the tyrant’s initiative count during the following round. The tyrant may not force a target to take any action that directly endangers the target’s life or the life of any of the target’s allies. Finally, the tyrant must be able to speak and be heard in order to use this ability, and his targets must be able to hear and understand him in order for it to affect them.

Table 2.14: The Tyrant Lvl 1 2 3 4 5

Base Att Bon +0 +1 +1 +2 +2

Fort Save +0 +0 +1 +1 +1

Ref Save +1 +2 +2 +2 +3

Will Save +2 +3 +3 +4 +4

Def Bon +1 +1 +2 +2 +3

Init Bon +0 +1 +1 +2 +2

64

Budg Pts 3 6 9 12 15

Gadg Pts 1 2 3 4 5

Special Imminent domain, reign of fear “Absolute power…” “War, by other means” Vast allure +2 “…Corrupts absolutely”, tyrant’s offer

“In a conspiracy like this, you build from the outer edges and go step by step.” — Deep Throat, All the President’s Men

Organization

3

mastermind attempt to spearhead the evolution of mankind, intellectually, physically, or otherwise. Like charity, evolution begins at home.

INTRODUCTION No matter how intimidating a mastermind’s legions of doom, or how compelling the mastermind himself, either element is by itself a poor challenge for any Agency. What truly makes a villain a threat is infrastructure and organization, as these factors determine the resources upon which the threat may draw. First, however, a threat’s personnel must be bound together to fulfill a common cause. Only rarely does a mastermind’s sheer charisma serve this purpose — more often, it requires an agenda…

Extinction The extinction agenda was originally designed specifically to support Villain X, a powerful villain in the Shadowforce Archer world setting. Here, it’s appropriate for any mastermind or organization that wishes to eliminate the bulk of the world’s population, usually leaving behind only those loyal to the organization and its allies.

Special Rules The following rules clarifications apply to all threat agendas. No agenda may increase a threat’s power base ratings above the maximums listed in the Fixer/Pointman Class Guide (10 for wealth, loyalty, influence, and scope, 20 for technology). If an agenda does increase a threat’s power base rating above a listed maximum, the rating becomes the listed maximum. Further, when an agenda grants a threat a resource and the threat doesn’t meet the resource’s prerequisites, the threat does not gain the resource. Even if the threat later meets the prerequisites, the threat does not retroactively gain the resource.

N EW T HREAT AGENDAS As introduced in the Fixer/Pointman Class Guide, an agenda is a class-like threat option that any criminal organization can pursue, representing its preparation — though not necessarily its progress — toward a given goal. Unlike a class, a threat’s agenda level doesn’t increase as the criminal organization gains experience , but rather as the agents gain experience. Each time the team’s average agent level rises by 1 during or following a serial in which a threat isn’t featured, its agenda level increases by 1. For more information about threat agendas, see the Fixer/Pointman Class Guide, page 106. Presented here are a wide variety of all new agendas for threat organizations to pursue. Unlike agendas presented previously — in the Fixer/Pointman Class Guide, the 1960s Decade Book, and the Shop Threat Book, as well as Paradigm Concepts’ Most Wanted), each of these agendas is presented with a 10-level progression. This expanded scope allows an agent team to contend with ever growing and changing threats throughout the breadth of its espionage career. In order to bring existing threat agendas up to the same caliber as the new agendas included here, we have taken the liberty of reprinting every agenda to date with an expanded 10-level progression. Most of the reprinted threat agendas appear exactly as they did in their original release. Two, however — the evolution and extinction agendas — are slightly modified such that they are appropriate for use outside the Shadowforce Archer world setting. For their original incarnations, see the Shop Threat Book, pages 87–88.

Multiple Threat Agendas Some threats pursue more than one agenda, usually in succession rather than in concert. The resources expended in refocusing the organizations efforts generally translates into lost ground, so most such changes in agenda occur only once, perhaps twice, in a threat’s existence. Any time a threat gains an agenda level, the GC may choose to begin gaining levels in a new threat agenda. However, the first level gained in any new agenda has limited effect — while the threat organization gains the listed bonuses to wealth, technology, loyalty, and influence, it does not gain any benefits listed under ‘Special.’ These lost benefits reflect the time and effort wasted to re-train minions, re-tool secret bases, and otherwise shift the threat’s focus. From this point on, this penalty also applies any time a threat gains a level in any agenda, unless the new level is gained in the same agenda as the most recently gained level. Example: After decades of pursuing the entertainment agenda (and thereby reaching 4th level in it), the Board adopts the extinction agenda. Though the Board gains the appropriate bonuses to wealth, technology, loyalty, and influence, it does not gain the +2 bonus to personnel at all action sites typically granted by the extinction agenda at 1st level.

Evolution Originally designed specifically for the Shop’s attempt to evolve all of mankind into psions, this agenda now represents the mastermind or organization’s

66

organization EYES ONLY: HIGH-LEVEL AGENT CREATION By Derek Miller and Steve Crow

Gary Veitch “I suppose my resources vary with the mission, if only because my target’s assets are the tools at my disposal.” Codename: MARATHON Aliases: Far, far too many to mention. Nationality: United States of America Gender: Male Handedness: Right Height: 6 ft. Weight: 190 lbs. Eyes: Brown Hair: Brown, graying at temples Place of Birth: Las Cruces, New Mexico Date of Birth: 1951.08.14 Distinguishing Characteristics: Exotic looks from his Hispanic background.

Background Gary Veitch was already a talented amateur swindler when he was drafted and sent to Vietnam. In the fetid jungle, the teenager quickly fast-talked his way out of combat and into the U.S. Air Force’s Project: Blue Book. With his knack for elaborate cons, Veitch soon carved out a position of relative comfort in the military hierarchy, enjoying several decades of rank and all its privileges. With the end of the Cold War, Veitch hung up his uniform, moved into the private sector, and set out to realize his true calling — manipulating people. What Veitch wants is simply whatever the highest bidder pays him to get. This agent’s bag of tricks is extensive, but one of his most useful assets is a superspy he helped train during his time in the Pentagon. Veitch has since fostered the operative’s career and cultivated him into a loyal personal lieutenant whom he calls upon when a violent approach is needed. Department: Project: Blue Book Class: Fixer/Wire/Operative/Police Official/Provocateur/Menace Level: 1/6/1/1/6/3 Strength: Constitution: Wisdom: Vitality:

11 11 16 94

Dexterity: Intelligence: Charisma: Wounds:

11 20 16 10

Defense: +13 (+13 class) Initiative: +12 (+12 class) Speed: 30 ft. Fort: +8

Ref: +9

Will: +16

Special Attacks: Sneak attack +1d6. Special Qualities: +5 to power rating of 1960s equipment, abrasive, “Before I kill you…” (taunt), dexterous, extensive dossiers, flawless search, “follow the plan!” (1 level), gremlin, intercept communication 1/session, intuition 1/session, jury-rig +2, mind games (1 level), procure, psy-ops –2, scare tactics, special ability (skill mastery — Bureaucracy, Computers, Diplomacy, Driver, Electronics, Knowledge (Espionage), Sense Motive, Spot), undivided attention 1/session. Skills: Bluff +28, Bureaucracy +32 (threat 18–20), Climb +1, Computers +13, Cultures +10, Demolitions +13 (threat 18–20), Diplomacy +24, Driver +18, Electronics +13, Forgery +9, Gather Information +7, Hide +6, Innuendo +20, Intimidate +12/+15, Knowledge (Espionage) +24, Knowledge (Politics) +15, Languages +8, Listen +8, Move Silently +5, Open Lock +4, Profession (Espionage) +10, Profession (Military) +8, Search +10, Sense Motive +23, Spot +8, Surveillance +11 (threat 18–20), Tumble +1.

Feats: Advanced Skill Mastery (Police Training), Armor Group Proficiency (Light, Medium), Flawless Identity, Handler, Hometown Hero, Home Turf, Mingling Basics, Personal Lieutenant, Police Training, Political Favors (2/serial)*, Safe House, Undermine, Weapon Group Proficiency (Handgun, Hurled, Melee, Rifle). * Gary gains a second use for possessing 10+ ranks of Knowledge (Politics) (see The 1960s Decade Book, page 160).

Attacks Makarov PM backup pistol* +10 (dmg 2d4 normal, error 1, threat 20, range 20 ft. — 8 shots) * This weapon is outfitted with a standard suppressor. Standard Personal Gear: Weapon, 50 shots of standard military ball ammunition, discreet holster, suitcase, garment bag, carry-on bag, fanny-pack camera bag, cover identity (power rating +2 — details depend upon mission parameters), 1 set of poor clothes, 4 sets of average clothes, 1 set of trendy clothes, 2 family channel radios, 2 uses of knockout drug (hidden in prescription medicine vial), standard camera with super-telephoto lens and 3 rolls of commercial-grade film, speed grooming kit, language manuals (region depends on mission parameters), travel manuals (region depends on mission parameters), regional maps (region depends on mission parameters), miscellaneous local souvenirs (including 1 hollow item), bug sweeper kit, cell phone, $2,500 in traveler’s cheques, 29 BP. Common Gadgets: Personal vehicle (station wagon, commuter — SZ L, Occ 1/5, Hnd –3, Spd 500 ft., MPH 50/100, Def 6, WP 100, Hrd 6) with 10-mile tempest surveillance, hidden compartment, revolving license plate, auto-tint windows, and remote control vehicular gadgets, 6 GP — commonly spent to acquire otherman drops or lethe cigarettes, depending on mission parameters.

Notes Derek, a GC, plans out this NPC’s entire mechanical career from the outset, intending to bring him into the campaign at middle age. Since Gary is a civilian, he doesn’t start with a department — Derek assigns a 14 to Strength and a 16 to Intelligence in anticipation of acquiring Project: Blue Book at 5th level. He keeps his Wisdom and Charisma high and his Dexterity and Constitution low. Gary starts as a fixer, giving him the procure and dexterous class abilities, then takes 4 levels in the wire class, bringing him to 5th level. At this point in his career, Gary finally becomes an agent and takes 1 level in the operative NPC class. This grants him the Project: Blue Book department and 1 rank in each of 10 different skills, plus bonus skill points for his high Intelligence modifier. Gary then takes 1 level in the police official NPC class and once again gains 10 different skill ranks, as well as the Police Training skill feat. From there, he takes levels in the provocateur and menace prestige classes, followed by 2 levels in wire. Thanks to the wire’s skill mastery class ability, Gary can now take 10 with 8 different skills. He decides that his Safe House is located near a military base or college campus in each city, planning to use any of his 4 flawless identities and the hometown hero class ability to cultivate dozens of useful allies surrounding each. Combined with a 9th level Personal Lieutenant, Gary now has a formidable organization and can recruit even more using the harassment rules.

67

mastermind Later, the Board elects to return to the entertainment agenda, gaining its next level in that agenda. Though the Board gains the appropriate bonuses to wealth, technology, loyalty, and influence, it does not gain the +1 bonus to personnel at all action sites and Fluid Assets resource typically granted by the entertainment agenda at 5th level. Still later, the Board continues to focus on its entertainment agenda, gaining its next level in that agenda as well. Since the Board is gaining this new level in the same agenda in which it last gained a level, it not only gains the appropriate bonuses to wealth, technology, loyalty, and influence, but also gains the +1 to all henchmen levels typically granted by the entertainment agenda at 6th level.

Credibility

Threat Agenda Descriptions

Entertainment

See pages 69–77 for the progression tables corresponding to each of the following new threat agendas.

The mastermind or organization considers the international game of espionage to be just that — a game. Members enjoy testing themselves against the Agency and other players, and have little concern for the consequences of their actions. For an example of a threat pursuing this agenda, see the Board in the Gentlemen’s Agreement Season Book.

The mastermind or organization attempts to establish itself as a legitimate organization, in the business, intelligence, or political arenas. This agenda frequently replaces another agenda — such as megalomania — once the first agenda has been fulfilled.

Enlightenment The threat or organization seeks the intellectual advancement of humankind, whether humankind wants it or not. While not overtly dangerous, such a threat can foster the pursuit of knowledge to grow out of control (e.g. by accidentally sparking an epidemic while studying a new virus, or by scrambling worldwide air traffic signals while testing a new communications technology).

Agitation The mastermind or organization prompts unrest amongst the populace at large, on either a local or a global scale. Such an organization generally remains behind the scenes, as it is all too aware that a public revelation would direct all the fear and anger it has been fostering against the organization itself.

Luddite The mastermind or organization seeks to eliminate technology, or to simply the halt technological advancement. Either of these goals may apply to technology in general, or to specific fields (such as the elimination of genetic engineering, space travel, or mechanizing the work force). Members of such an organization tend to rely on themselves rather than their gear, making them effective operatives in a variety of diverse situations.

Anarchist The mastermind or organization promotes chaos and anarchy — most often in a specific area and for a specific reason (such as to sell weapons). Very rarely does such a threat seek to plunge the entire world into chaos, though this can sometimes be a prelude to establishing a New World Order. Anarchist threats generally lack focused leadership, though their minions are often extremely capable.

Proletarian The mastermind or organization believes in and supports the ascension of the common man over power structures imposed upon him by an elite few. The threat strives to bring down such powerful individuals and groups, usually to replace them with a much broader distribution of power — or, frequently, the threat organization itself.

Counter The mastermind or organization is dedicated to countering the Agency’s efforts. Perhaps the mastermind or organization is loyal to an opposing nation, or competes within the same intelligence community for increased funding and jurisdiction. Note that this agenda is particularly appropriate for a villain campaign (see page 107).

68

organization Propaganda

Terrorist

The mastermind or organization wishes to spread its message throughout the world’s population, or perhaps across a much smaller area. The organization need not believe the message is the truth — indeed, the most effective propaganda machines are often those that can make a cold, calculated, logical debate, rather than an argument born of passion.

The mastermind or organization attempts to breed fear in the heart of the populace, either in a specific region or worldwide. Frequently, this is a means to a political end, though often the battle is alternately one of ideology. Regardless, a threat with this agenda rarely has any compunction about committing even the most reprehensible acts.

Visionary Revelation

The mastermind or organization seeks to remake the world — or a significant portion of it — to match its grand vision. On its surface, this agenda usually seems beneficial to the world at large, promoting one world government, for example, or the elimination of nuclear arms. The means through which a threat pursues such a goal, however, are what set it against the Agency.

The mastermind or organization strives to drop the veil before the public’s eyes, revealing something it feels the public must know. This agenda is of particular concern when the Agency or its parent government has something to hide.

Table 3.1: Agitation Agenda Level 1 2 3 4 5 6 7 8 9 10

Wealth +0 +0 +1 +1 +1 +1 +2 +2 +2 +3

Tech +0 +0 +1 +1 +1 +2 +2 +3 +3 +3

Loyalty +1 +2 +2 +3 +4 +4 +5 +5 +6 +7

Influence +1 +2 +2 +3 +4 +5 +5 +6 +7 +7

Special +1 level for each minion +1 scope, Propaganda +5 to DC of each favor check targeting the organization +1 level for each henchman +2 levels for each mastermind, Legitimate Front +1 level for each minion (+2 total) +1 scope (+2 total), Public Support +5 to DC of each favor check targeting the organization (+10 total) +1 level for each henchman (+2 total) +2 levels for each mastermind (+4 total), Government Affiliation

Table 3.2: Anarchist Agenda Level 1 2 3 4 5 6 7 8 9 10

Wealth +0 +0 +1 +1 +2 +2 +3 +3 +4 +4

Tech +0 +1 +1 +2 +2 +3 +3 +4 +4 +5

Loyalty +1 +1 +0 +0 -1 -1 -2 -2 -3 -3

Level 1 2 3 4 5 6 7 8 9 10

Wealth +0 +0 +0 +0 +0 +1 +1 +1 +1 +2

Tech +1 +2 +3 +3 +3 +4 +6 +7 +8 +8

Loyalty +2 +2 +2 +3 +4 +4 +5 +5 +5 +7

Influence +1 +2 +3 +4 +5 +6 +7 +8 +9 +10

Special +1 level for each minion +1 level for each henchman +1 scope, Faceless Legions +1 level for each minion (+2 total) +2 levels for each mastermind +1 level for each minion (+3 total) +1 level for each henchman (+2 total) +1 scope (+2 total), Elite Guard +1 level for each minion (+4 total) +2 levels for each mastermind (+4 total)

Table 3.3: Assassination Influence +0 +1 +2 +3 +4 +4 +4 +5 +6 +6

Special +1 level for each henchman +2 secrecy at each action site +1 to each special characters’ attack roll threat ranges +2 GC action dice at the start of each session +1 level for each henchman (+2 total) +1 level for each henchman (+3 total) +2 secrecy at each action site (+4 total) +1 to each standard characters’ attack roll threat ranges (+2 total) –1 action die to each agent at the start of each session +1 level for each henchman (+4 total)

69

mastermind Table 3.4: Conquest Agenda Level 1 2 3 4 5 6 7 8 9 10

Wealth +1 +2 +2 +2 +3 +3 +4 +4 +4 +4

Tech +0 +0 +1 +2 +2 +2 +2 +3 +4 +4

Loyalty +1 +2 +4 +4 +5 +6 +7 +9 +9 +10

Influence +0 +0 +0 +1 +1 +2 +2 +2 +3 +4

Special +1 level for each minion +2 personnel at each action site +1 scope, Departmental Training +2 levels for each mastermind +1 level for each minion (+2 total) +1 level for each minion (+3 total) +2 security at each action site +2 scope (+3 total), Public Support +2 levels for each mastermind (+4 total) +1 level for each minion (+4 total)

Table 3.5: Control Agenda Level 1 2 3 4 5 6 7 8 9 10

Wealth +0 +1 +1 +2 +2 +2 +3 +3 +4 +4

Tech +1 +1 +1 +1 +2 +3 +3 +3 +3 +4

Loyalty +0 +1 +2 +3 +3 +3 +4 +5 +6 +6

Level 1 2 3 4 5 6 7 8 9 10

Wealth +1 +2 +2 +2 +2 +3 +4 +4 +4 +4

Tech +1 +1 +2 +4 +4 +4 +5 +6 +7 +8

Loyalty +0 +1 +1 +2 +3 +4 +4 +6 +6 +6

Level 1 2 3 4 5 6 7 8 9 10

Wealth +0 +0 +0 +1 +1 +1 +1 +1 +1 +2

Tech +0 +0 +0 +0 +0 +1 +1 +2 +2 +2

Loyalty +3 +4 +4 +4 +5 +5 +6 +6 +6 +6

Influence +1 +1 +2 +2 +3 +4 +4 +5 +5 +6

Special +1 scope, Manipulators +2 personnel at each action site +1 scope (+2 total), Media Blackout +1 level for each henchman +2 personnel and +2 security at mastermind’s HQ +1 scope (+3 total), Dungeons +2 security at each action site +1 scope (+4 total), Torture Chambers +1 level for each henchman (+2 total) +2 personnel and +2 security at mastermind’s HQ (+4 total each)

Table 3.6: Counter Agenda Influence +0 +0 +1 +1 +2 +2 +2 +2 +3 +4

Special +2 secrecy at each action site +2 security at each action site +1 scope, Departmental Access +2 personnel at each action site +1 level for each henchman +2 secrecy at each action site (+4 total) +2 security at each action site (+4 total) +1 scope (+2 total), Departmental Training +2 personnel at each action site (+4 total) +1 level for each henchman (+2 total)

Table 3.7: Credibility Agenda Influence +0 +1 +2 +3 +4 +5 +6 +7 +8 +9

Special +2 secrecy and +2 security at mastermind’s HQ +1 level for each henchman +1 scope, Manipulators +1 level for each mastermind, Legitimate Front +1 scope (+2 total), Nerve Center +1 scope (+3 total), Integrated Agendas +2 secrecy at each action site +1 level for each minion +1 level for each henchman +2 levels for each mastermind (+3 total)

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organization Table 3.8: Destruction Agenda Level 1 2 3 4 5 6 7 8 9 10

Wealth +0 +0 +1 +1 +2 +2 +2 +3 +3 +4

Tech +1 +2 +3 +3 +4 +5 +6 +7 +7 +8

Loyalty +2 +3 +3 +4 +4 +6 +7 +7 +8 +8

Influence +0 +0 +1 +2 +2 +2 +2 +3 +4 +4

Special +1 level for each minion +1 level for each henchman +1 scope, Weapons of Mass Destruction +2 levels for each mastermind +1 scope (+2 total), +1 new threat resource +1 level for each minion (+2 total) +1 level for each henchman (+2 total) +1 scope (+3 total), Satellite Network +2 levels for each mastermind (+4 total) +1 scope (+4 total), Orbital Bombardment

Table 3.9: Enlightenment Level 1 2 3 4 5 6 7 8 9 10

Wealth +0 +0 +0 +1 +1 +1 +1 +1 +2 +2

Tech +1 +3 +4 +4 +5 +6 +8 +9 +9 +10

Loyalty +2 +3 +3 +4 +4 +6 +7 +7 +8 +8

Level 1 2 3 4 5 6 7 8 9 10

Wealth +1 +2 +3 +4 +5 +6 +7 +8 +9 +10

Tech +0 +0 +0 +0 +0 +0 +0 +0 +0 +0

Loyalty -1 -2 -3 -4 -5 -6 -7 -8 -9 -10

Level 1 2 3 4 5 6 7 8 9 10

Wealth +1 +1 +1 +1 +1 +2 +2 +2 +2 +2

Tech +1 +4 +6 +9 +10 +11 +14 +16 +19 +20

Loyalty +0 +0 +1 +1 +1 +1 +1 +2 +2 +2

Influence +0 +0 +1 +1 +2 +2 +2 +3 +3 +4

Special +2 levels for each mastermind +2 secrecy and +2 security at mastermind’s HQ +1 scope, R&D Division +1 scope (+2 total), Legitimate Front +1 scope (+3 total), Benevolent +1 level for each henchman +2 levels for each mastermind (+4 total) +1 secrecy and +2 security at each action site +1 scope (+4 total), Public Sympathy +1 scope (+5 total), Self-Destruct Mechanism

Table 3.10: Entertainment Agenda Influence +1 +2 +3 +4 +5 +6 +7 +8 +9 +10

Special +1 level for each henchman +1 scope, Filthy Stinking Rich +2 levels for each mastermind +1 scope (+2 total), Private Collection +1 personnel at each action site, Fluid Assets +1 level for each henchman (+2 total) +1 scope (+3 total), Escape Route +2 levels for each mastermind (+4 total) +1 scope (+4 total), +1 security at each action site +1 personnel and +1 security at each action site (+2 total each)

Table 3.11: Evolution Agenda Influence +0 +0 +0 +0 +1 +1 +1 +1 +1 +2

Special +1 level for each minion +1 scope, Weapons of Mass Destruction +8 skill points for each special character +1 scope (+2 total), Master Plan +1 level for each minion (+2 total) +1 level for each minion (+3 total) +1 scope (+3 total), +1 new threat resource +1 to each ability score for each special character +1 scope (+4 total), +1 new threat resource (+2 total) +1 level for each minion (+4 total)

71

mastermind Table 3.12: Expansion Agenda Level 1 2 3 4 5 6 7 8 9 10

Wealth +0 +1 +1 +1 +2 +2 +3 +3 +3 +4

Tech +1 +2 +2 +3 +4 +5 +6 +6 +7 +8

Loyalty +0 +0 +1 +1 +1 +1 +1 +2 +2 +2

Influence +1 +1 +2 +3 +3 +4 +4 +5 +6 +6

Special +1 scope, +1 new threat resource +1 scope (+2 total), +1 new threat resource (+2 total) +1 scope (+3 total), +1 new threat resource (+3 total) +1 level for each henchman +1 scope (+4 total), +1 new threat resource (+4 total) +1 scope (+5 total), +1 new threat resource (+5 total) +1 scope (+6 total), +1 new threat resource (+6 total) +1 scope (+7 total), +1 new threat resource (+7 total) +1 level for each henchman (+2 total) +1 scope (+8 total), +1 new threat resource (+8 total)

Table 3.13: Extinction Agenda Level 1 2 3 4 5 6 7 8 9 10

Wealth +0 +0 +0 +0 +0 +0 +0 +0 +0 +0

Tech +0 +1 +2 +2 +2 +2 +3 +4 +4 +4

Loyalty +3 +5 +6 +7 +10 +13 +15 +16 +17 +20

Level 1 2 3 4 5 6 7 8 9 10

Wealth +0 +1 +2 +3 +3 +3 +4 +5 +6 +6

Tech +1 +2 +3 +3 +4 +5 +6 +7 +7 +8

Loyalty +2 +2 +2 +3 +3 +5 +5 +5 +6 +6

Influence +0 +0 +0 +1 +1 +1 +1 +1 +2 +2

Special +2 personnel at each action site +2 secrecy and +2 security at mastermind’s HQ +1 level for each henchman +2 personnel at each action site (+4 total) +1 scope, +1 new threat resource +2 personnel at each action site (+6 total) +2 secrecy and +2 security at mastermind’s HQ (+4 total each) +2 level for each henchman (+2 total) +2 personnel at each action site (+8 total) +1 scope (+2 total), +1 new threat resource (+2 total)

Table 3.14: Genocide Agenda Influence +0 +0 +0 +0 +1 +1 +1 +1 +1 +2

Special +1 level for each minion +1 scope, Fleet Support +2 levels for each mastermind +1 scope (+2 total), Hardened Killers +2 to each minion squad’s size +1 level for each minion (+2 total) +1 scope (+3 total), Death Camps +2 levels for each mastermind (+4 total) +1 scope (+4 total), Worse Than Death +2 to each minion squad’s size (+4 total)

Table 3.15: Grail Agenda Level 1 2 3 4 5 6 7

Wealth +0 +0 +1 +1 +1 +1 +1

Tech +2 +3 +4 +6 +7 +9 +10

Loyalty +1 +1 +1 +2 +2 +3 +3

Influence +0 +1 +1 +1 +2 +2 +3

8 9 10

+2 +2 +2

+11 +13 +14

+3 +4 +4

+3 +3 +4

Special +1 level for each henchman +2 personnel and +2 security at mastermind’s HQ +1 level for each henchman (+2 total) +1 level for each henchman (+3 total) +1 scope, Exotic Poisons +1 level for each henchman (+4 total) +1 personnel and +2 security at mastermind’s HQ (+4 total each), Worse Than Death +1 level for each henchman (+5 total) +1 level for each henchman (+6 total) +1 scope (+2 total), Fanatics

72

organization Table 3.16: Greed Agenda Level 1 2 3 4 5 6 7 8 9 10

Wealth +1 +2 +3 +4 +5 +6 +7 +8 +9 +10

Tech +0 +0 +1 +1 +1 +1 +1 +2 +2 +2

Loyalty +0 +0 +0 +0 +0 +0 +0 +0 +0 +0

Influence +0 +1 +1 +1 +2 +2 +3 +3 +3 +4

Special +2 security at each action site +1 level for each henchman +1 scope, +1 new threat resource +2 security at each action site (+4 total) +1 scope (+2 total), +1 new threat resource (+2 total) +2 security at each action site (+6 total) +1 level for each henchman (+2 total) +1 scope (+3 total), Filthy Stinking Rich +2 security at each action site (+8 total) +1 scope (+4 total), Private CollectionLuddite Agenda

Table 3.17: Luddite Agenda Level 1 2 3 4 5 6 7 8 9 10

Wealth +0 +0 +1 +1 +1 +2 +2 +2 +3 +3

Tech +0 +0 +0 +0 +0 +0 +0 +0 +0 +0

Loyalty +3 +4 +5 +6 +7 +8 +9 +10 +11 +12

Level 1 2 3 4 5 6 7 8 9 10

Wealth +0 +1 +1 +2 +2 +2 +3 +3 +4 +4

Tech +1 +2 +2 +3 +3 +4 +5 +5 +6 +6

Loyalty +0 +0 +1 +1 +2 +2 +2 +3 +3 +4

Influence +0 +1 +1 +2 +3 +3 +4 +5 +5 +6

Special +1 personnel at each action site, Worse Than Death +1 level for each henchman +1 scope, Fanatics +2 levels for each mastermind +1 scope (+2 total), +1 new threat resource +1 security at each action site, Exotic Poisons +1 level for each henchman (+2 total) +1 scope (+3 total), Martyrs +2 levels for each mastermind (+4 total) +1 scope (+4 total), +1 new threat resource (+2 total)

Table 3.18: Meddler Agenda Influence +1 +1 +2 +2 +3 +4 +4 +5 +5 +6

Special +1 to each special characters’ skill check threat ranges +5 to DC of each favor check targeting the organization +1 level for each henchman +2 secrecy and +2 security at mastermind’s HQ +1 scope, Moles +1 to each standard characters’ skill check threat ranges (+2 total) +5 to DC of each favor check targeting the organization (+10 total) +1 level for each henchman (+2 total) +2 secrecy and +2 security at mastermind’s HQ (+4 total each) +1 scope (+2 total), Master Plan

Table 3.19: Megalomania Level 1 2 3 4 5 6 7 8 9 10

Wealth +0 +0 +0 +0 +1 +1 +1 +1 +1 +2

Tech +1 +2 +2 +2 +2 +3 +4 +4 +4 +4

Loyalty +0 +0 +1 +1 +1 +1 +1 +2 +2 +2

Influence +1 +2 +3 +4 +5 +6 +7 +8 +9 +10

Special +2 personnel and +2 security at mastermind’s HQ +2 levels for each mastermind +2 levels for each mastermind (+4 total) +1 scope, Private Collection +2 levels for each mastermind (+6 total) +2 personnel and +2 security at mastermind’s HQ (+4 total each) +2 levels for each henchman +2 levels for each mastermind (+8 total) +1 scope (+2 total), Hunting Grounds +2 levels for each henchman (+4 total)

73

mastermind Table 3.20: Peace Agenda Level 1 2 3 4 5 6 7 8 9 10

Wealth +0 +0 +1 +2 +2 +2 +2 +3 +4 +4

Tech +0 +0 +0 +0 +0 +0 +0 +0 +0 +0

Loyalty +1 +2 +2 +2 +3 +4 +5 +5 +5 +6

Influence +1 +2 +2 +3 +4 +5 +6 +6 +7 +8

Special +2 levels for each mastermind +1 to each special characters’ skill check threat ranges +1 scope, Manipulators +2 personnel at each action site +5 to DC of each favor check targeting the organization +2 levels for each mastermind (+4 total) +1 to each standard characters’ skill check threat ranges +1 scope (+2 total), Benevolent +2 personnel at each action site (+4 total) +5 to DC of each favor check targeting the organization (+10 total)

Table 3.21: Political Level 1 2 3 4 5 6 7 8 9 10

Wealth +0 +1 +1 +1 +2 +2 +3 +3 +3 +4

Tech +0 +0 +0 +0 +0 +0 +0 +0 +0 +0

Loyalty +0 +0 +1 +1 +1 +1 +1 +2 +2 +2

Level 1 2 3 4 5 6 7 8 9 10

Wealth +0 +1 +1 +2 +3 +3 +4 +4 +5 +6

Tech +1 +2 +2 +2 +2 +3 +4 +4 +4 +4

Loyalty +0 +0 +0 +0 +1 +1 +1 +1 +1 +2

Level 1 2 3 4 5 6 7 8 9 10

Wealth +0 +0 +0 +1 +1 +1 +1 +1 +2 +2

Tech +0 +0 +1 +1 +1 +1 +1 +2 +2 +2

Loyalty +1 +2 +2 +3 +4 +5 +6 +6 +7 +8

Influence +1 +2 +3 +4 +5 +6 +7 +8 +9 +10

Special +1 scope, Manipulators +1 personnel and +1 security at each action site +1 to each special characters’ skill check threat ranges +1 scope (+2 total), Manipulators +2 levels for each mastermind +1 scope (+3 total), Moles +1 personnel and +1 security at each action site (+2 total each) +1 to each standard characters’ skill check threat ranges +1 scope (+4 total), Public Support +2 levels for each mastermind (+4 total)

Table 3.22: Power Agenda Influence +1 +1 +2 +3 +3 +4 +4 +5 +6 +6

Special +1 scope, +1 new threat resource +1 scope (+2 total), Worse Than Death +1 scope (+3 total), +1 new threat resource (+2 total) +2 to each minion squad’s size +1 scope (+4 total), +1 new threat resource (+3 total) +1 scope (+5 total), +1 new threat resource (+4 total) +1 scope (+6 total), Fanatics +1 scope (+7 total), +1 new threat resource (+5 total) +2 to each minion squad’s size (+4 total) +1 scope (+8 total), +1 new threat resource (+6 total)

Table 3.23: Proletarian Influence +1 +2 +3 +3 +4 +5 +6 +7 +7 +8

Special +1 personnel and +1 security at each action site +1 to each standard characters’ skill check threat ranges +1 scope, Propaganda +1 to each standard characters’ attack roll threat ranges +1 level for each mastermind, Master Plan +1 personnel and +1 security at each action site (+2 total each) +2 to each minion squad’s size +1 scope (+2 total), Public Sympathy +1 level for each minion +1 scope (+3 total), Foolproof Plan

74

organization Table 3.24: Propaganda Agenda Level 1 2 3 4 5 6 7 8 9 10

Wealth +0 +0 +1 +1 +1 +1 +1 +2 +2 +2

Tech +0 +1 +1 +1 +2 +2 +3 +3 +3 +4

Loyalty +1 +1 +2 +3 +3 +4 +4 +5 +6 +6

Influence +1 +2 +2 +3 +4 +5 +6 +6 +7 +8

Special +1 scope, Propaganda +2 levels for each mastermind +2 secrecy and +2 security at mastermind’s HQ +1 scope (+2 total), Legitimate Front +1 level for each henchman +1 scope (+3 total), Public Sympathy +2 levels for each mastermind (+4 total) +1 secrecy and +1 security at each action site +1 scope (+4 total), Public Support +1 level for each henchman (+2 total)

Table 3.25: Reconstruction Level 1 2 3 4 5 6 7 8 9 10

Wealth +1 +1 +2 +2 +3 +4 +4 +5 +5 +6

Tech +1 +2 +2 +3 +3 +4 +5 +5 +6 +6

Loyalty +0 +0 +1 +1 +1 +1 +1 +2 +2 +2

Level 1 2 3 4 5 6 7 8 9 10

Wealth +0 +0 +1 +1 +2 +2 +2 +3 +3 +4

Tech +0 +2 +2 +2 +2 +2 +4 +4 +4 +4

Loyalty +2 +3 +4 +5 +6 +8 +9 +10 +11 +12

Level 1 2 3 4 5 6 7 8 9 10

Wealth +1 +2 +3 +3 +3 +3 +4 +4 +4 +4

Tech +1 +1 +2 +2 +2 +4 +3 +3 +3 +3

Loyalty +0 +1 +1 +1 +1 +2 +2 +3 +4 +5

Influence +0 +1 +1 +2 +3 +3 +4 +4 +5 +6

Special +1 level for each henchman +1 level for each mastermind +1 scope, Raw Recruits +1 level for each henchman (+2 total) +1 level for each mastermind (+2 total) +1 level for each henchman (+3 total) +1 level for each mastermind (+3 total) +1 scope (+2 total), +1 new threat resource +1 level for each henchman (+4 total) +1 level for each mastermind (+4 total)

Table 3.26: Redemption Agenda Influence +1 +1 +1 +2 +2 +3 +3 +3 +4 +4

Special +2 levels for each minion +1 level for each mastermind +1 scope, Fanatics +2 levels for each henchman +1 level for each mastermind (+2 total) +2 levels for each minion (+4 total) +1 level for each mastermind (+3 total) +1 scope (+2 total), Martyrs +2 levels for each henchman (+4 total) +1 level for each mastermind (+4 total)

Table 3.27: Revelation Agenda Influence +0 +0 +0 +0 +3 +3 +4 +5 +6 +7

Special +1 level for each minion +1 scope, Worse Than Death +1 level for each henchman +1 scope (+2 total), Fanatics +2 levels for each mastermind +1 level for each minion (+2 total) +1 scope (+3 total), +1 new threat resource +1 level for each henchman (+2 total) +1 scope (+4 total), +1 new threat resource (+2 total) +2 levels for each mastermind (+4 total)

75

mastermind Table 3.28: Revenge Agenda Level 1 2 3 4 5 6 7 8 9 10

Wealth +0 +0 +0 +1 +1 +1 +1 +1 +2 +2

Tech +0 +1 +2 +3 +3 +3 +4 +5 +6 +6

Loyalty +2 +3 +3 +3 +4 +6 +7 +7 +7 +8

Influence +0 +1 +2 +2 +3 +3 +4 +5 +5 +6

Special +1 scope, Hardened Killers +2 levels for each mastermind +1 level for each minion +2 levels for each mastermind (+4 total) +2 levels for each mastermind (+6 total) +1 scope (+2 total), Master Plan +2 levels for each henchmen +1 levels for each minion (+2 total) +2 levels for each henchman (+4 total) +2 levels for each mastermind (+8 total)

Table 3.29: Secrecy Agenda Level 1 2 3 4 5 6 7 8 9 10

Wealth +0 +1 +1 +2 +2 +2 +3 +3 +4 +4

Tech +1 +2 +2 +3 +4 +5 +6 +6 +7 +8

Loyalty +0 +0 +1 +1 +1 +1 +1 +2 +2 +2

Level 1 2 3 4 5 6 7 8 9 10

Wealth +0 +0 +0 +0 +0 +0 +0 +0 +0 +0

Tech +2 +3 +4 +4 +5 +7 +8 +9 +9 +10

Loyalty +0 +0 +0 +1 +1 +1 +1 +1 +2 +2

Level 1 2 3 4 5 6 7 8 9 10

Wealth -1 -1 +0 +1 +3 +2 +2 +3 +4 +6

Tech +1 +1 +2 +2 +2 +3 +3 +4 +4 +4

Loyalty +0 +1 +1 +1 +1 +1 +2 +2 +2 +2

Influence +1 +1 +2 +2 +3 +4 +4 +5 +5 +6

Special +1 scope, Secret Identification Method +1 secrecy and +1 security at each action site +1 scope (+2 total), Secure Communications +1 secrecy and +1 security at each action site (+2 total) +1 scope (+3 total), Media Blackout +1 scope (+4 total), Nerve Center +1 secrecy and +1 security at each action site (+3 total) +1 scope (+5 total), Integrated Agendas +1 secrecy and +1 security at each action site (+4 total) +1 scope (+6 total), Foolproof Plan

Table 3.30: Subversion Agenda Influence +0 +1 +2 +3 +4 +4 +5 +6 +7 +8

Special +1 level for each henchman +1 scope, Manipulators +1 level for each mastermind +2 secrecy at each action site +1 scope (+2 total), Moles +1 level for each henchman (+2 total) +1 scope (+3 total), Legitimate Front +1 level for each mastermind (+2 total) +2 secrecy at each action site (+4 total) +1 scope (+4 total), Government Affiliation

Table 3.31: Takeover Agenda Influence +2 +3 +3 +3 +3 +5 +6 +6 +6 +6

Special +2 security at each action site +2 security at each action site (+4 total) +5 to DC of each favor check targeting the organization +1 scope, Media Blackout +1 scope (+2 total), +1 new threat resource +2 personnel at each action site +2 personnel at each action site (+4 total) +5 to DC of each favor check targeting the organization (+10 total) +1 scope (+3 total), +1 new threat resource (+2 total) +1 scope (+4 total), +1 new threat resource (+3 total)

76

organization

Table 3.32: Terrorist Agenda Level 1 2 3 4 5 6 7 8 9 10

Wealth +1 +2 +2 +3 +2 +2 +2 +2 +2 +2

Tech +0 +1 +2 +2 +4 +4 +5 +6 +6 +6

Loyalty +1 +1 +3 +4 +5 +6 +6 +6 +6 +6

Level 1 2 3 4 5 6 7 8 9 10

Wealth +0 +1 +2 +3 +3 +3 +4 +5 +6 +6

Tech +2 +3 +3 +3 +3 +5 +6 +6 +6 +6

Loyalty -1 -1 -1 -1 +2 +1 +1 +1 +1 +4

Level 1 2 3 4 5 6 7 8 9 10

Wealth +1 +2 +2 +2 +3 +4 +5 +5 +5 +6

Tech +0 +1 +2 +2 +2 +2 +3 +4 +4 +4

Loyalty +1 +1 +1 +2 +3 +4 +4 +4 +5 +6

Influence +0 +0 +0 +0 +1 +2 +3 +4 +4 +7

Special +1 scope, Worse Than Death +1 level for each henchman +1 secrecy and +1 security at each action site +2 levels for each mastermind +1 scope (+2 total), Fanatics +1 scope (+3 total), Martyrs +1 level for each henchman (+2 total) +2 personnel at each action site +2 levels for each mastermind (+4 total) Government Affiliation, Weapons of Mass Destruction

Table 3.33: Transformation Influence +1 +1 +1 +2 +2 +3 +3 +3 +4 +4

Special +1 scope, Fall Guy +1 level for each henchman +2 personnel and +2 security at mastermind’s HQ +1 scope (+2 total), +1 new threat resource +2 levels for each mastermind +1 scope (+3 total), Integrated Agendas +1 level for each henchman (+2 total) +2 personnel and +2 security at mastermind’s HQ (+4 total each) +1 scope (+4 total), +1 new threat resource (+2 total) +2 levels for each mastermind (+4 total)

Table 3.34: Visionary Agenda Influence +0 +0 +1 +2 +2 +2 +2 +3 +4 +4

Special +2 secrecy and +2 security at mastermind’s HQ +1 scope, Benevolent +2 levels for each mastermind +1 scope (+2 total), +1 secrecy at each action site +1 level for each henchman +1 scope (+3 total), Legitimate Front +1 level for each mastermind (+3 total), Public Sympathy +1 scope (+4 total), Public Support +1 level for each minion +1 scope (+5 total), Government Affiliation

77

mastermind EW T HREAT N RESOURCES

Prerequisites: Wealth 5+. Benefit: Each minion type gains 1 bundle costing 25 BP or less at no cost. Possible Sites: Cargo freighter, dockside warehouse, manufacturing plant.

The following new resources may be acquired by any threat, per the rules on page 98 of the Fixer/Pointman Class Guide.

Death Camps The organization maintains death camps in which prisoners spend their last — often very painful — days. Prerequisites: Loyalty 8+. Benefit: When the agents are located in an action site controlled by the organization, all morale penalties inflicted upon them are increased by an additional 1⁄2 the site’s hierarchy rating (rounded down). Possible Sites: Former Agency operative chain gang, subterranean manufacturing plant, wilderness work camp.

Basic Cloning The organization has the technology to create primitive clones. Prerequisites: Technology 7+, wealth 6+. Benefit: Through the use of genetic manipulation, the organization can create clones of specific individuals. Each clone has an MP cost equal to the cost of an identical henchman, and matures to the desired age at 100 times the standard rate (e.g. a 30-year old clone matures in 3.6 months). A clone created with this threat resource is identical in all physical respects to the individual copied, but is a blank slate, possessing no skills, personality, memories. The clone is capable of basic speech and can communicate about as well as an average teenager at its “birth”. Unfortunately, the clone is physically unstable and degrades quickly. At 2d20+8 hours past the clone’s maturation, the clone suffers a fatal stroke and dies. For more cloning-oriented threat resources, see the Shop Threat Book, page 85. Possible Sites: Private clinic, guarded hospital wing, university research lab.

Dungeons The organization maintains a large, subterranean prison complex. Prerequisites: Influence 5+, wealth 4+. Benefit: If one of the organization’s masterminds or henchmen captures the agents, the DCs of the agents’ skill checks are increased by the hierarchy level of the action site in which they were captured until the team leaves the premises. Possible Sites: Castle dungeon, corrupt penitentiary, remote island interrogation center.

Elite Guard The organization assigns a cadre of bodyguards to its most critical staff. Prerequisites: Loyalty 7+, Faceless Legions. Benefit: Each of the organization’s masterminds, henchmen, and foils is accompanied by a number of bodyguards equal to his agent level +2 at all times, even when not on duty. These bodyguards are culled from one of the minion types featured in the same serial, but are encountered in addition to the minions typically encountered during the serial. Possible Sites: Bloodsport arena, “doubling” prison, paramilitary training camp.

Benevolent The organization has managed to dupe the world — and even the Agency — into believing that it is largely harmless, and its public relations machine continues to grind away to support this false front every minute of every day. Prerequisites: Credibility, enlightenment, grail, peace, or visionary agenda. Benefit: At the beginning of each serial during which the agents are scheduled to contend with this threat, the GC may spend a number of his action dice up to the site’s hierarchy rating to reduce each agents’ available GP by the number of action dice spent. This modifier only affects GP gained from the mission’s threat code, and has no effect upon each agent’s class-granted GP. Possible Sites: Popular grass roots political movement’s HQ, public relations office, soup kitchen.

Faceless Legions The organization supports an inordinate number of minions. Prerequisites: Loyalty 3+. Benefit: When the agents encounter one or more minion squads in an action site controlled by the organization, the GC may roll 1 die and add a number of minions to each of the encountered squads equal to the result. The die type rolled is equal to the highest action die type possessed by any agent (though the die granted by this threat resource is not an action die and does not explode).

Bundle Dispensary Having taken a cue from the Agency and its peers, the organization bundles mission-critical gear in uniform packages and trains its personnel to take full advantage of them in the field.

78

organization Possible Sites: Cubicle farm, military boot camp, prison compound.

Integrated Agendas The organization is sufficiently well coordinated that it may pursue multiple agendas at once, without perceptible loss of efficiency. Prerequisites: Scope 4+, Nerve Center. Benefit: The organization may alternately gain levels in any number of different agendas without losing access to the Special benefits of any (see page 66 for more information about gaining multiple agendas). Possible Sites: Bureaucratic office, situation room, think tank.

Fearsome Reputation The organization is so feared that people speak of it only in hushed whispers. Prerequisites: Influence 5+, Hardened Killers. Benefit: The DCs and error ranges of all Gather Information checks made to gain information about the organization or its resources are increased by the site’s hierarchy rating. Further, if an agent making such a check scores a threat, he must spend an additional action die to activate it as a critical success. Possible Sites: Mass grave, organized crime headquarters, secret police headquarters.

Master Plan The organization has considered every contingency. Prerequisites: Influence 4+. Benefit: Once per session, when one of the organization’s masterminds or henchmen is located within 30 miles of the action site containing this threat resource, the character may spend 1 action die to gain any class ability offered by a class in which he already possesses at least 1 level. This class ability must be offered at a level equal to his current level in the class +1⁄2 the organization’s current influence rating (rounded down). Possible Sites: Chemical lab, mystic commune, secret project warehouse.

Fluid Assets The organization is incredibly wealthy, allowing it to maintain several pools of emergency funds for unexpected upsets. Prerequisites: Wealth 8+. Benefit: This threat resource grants no immediate benefit on its own. Instead, at the beginning of any serial, the GC may choose any other threat resource for which the organization meets all agenda and resource prerequisites, and exceeds all power base rating prerequisites by at least 2. If this increases a power base rating prerequisite above that rating’s standard maximum, that resource is unavailable using Fluid Assets.

Motor Pool

Possible Sites: Hidden Nazi gold stockpile, Swiss bank, secret vault.

The organization maintains a well-supplied motor pool. Prerequisites: Wealth 5+. Benefit: Each of the organization’s minion squads gains a number of bonus GP equal to 1⁄2 the organization’s wealth rating (rounded up). These GP may only be spent to purchase vehicles (but not vehicular gadgets or ordnance). Further, each of the organization’s special NPCs gains a number of bonus GP equal to the organization’s wealth rating, with the same restrictions. Possible Sites: Aircraft carrier, helicarrier launch platform, private airstrip.

Foolproof Plan

Nerve Center

The organization has not only considered every contingency, but taken measures to foil all possible interference. Prerequisites: Influence 8+, Master Plan. Benefit: When an agent is located at an action site controlled by the organization, he must spend 1 additional action die when he spends one or more action dice for any purpose other than to activate a threat or error. This additional action die grants no additional benefit. Possible Sites: Secure office complex, booby-trapped mansion, well-patrolled fortress.

The organization is controlled from one wellequipped central nerve center. Prerequisites: Technology 5+. Benefit: The organization may alternately gain levels in up to 2 different agendas without losing access to the Special benefits of either (see page 66 for more information about gaining multiple agendas). Possible Sites: Luxury airliner, corporate headquarters, mountain research facility.

Example: At the start of a serial, the GC wants to replace Fluid Assets with Integrated Agendas. The organization must possess the Nerve Center threat resource and a scope rating of 6 or higher. Example 2: At the start of a serial, the GC wants to replace Fluid Assets with Dungeons. the organization must possess an influence rating of 7 or higher and a wealth rating of 6 or higher.

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mastermind × 2d6. Each character within may make a Reflex save to reduce this damage to 1⁄2 standard (rounded down), as usual, and may benefit from evasion and any similar abilities they possess. The blast increment of this explosion is a number of squares equal to the site’s hierarchy rating, beginning at the site’s outermost walls. Possible Sites: Cold War bomb cache, military demolitions depot, terrorist bomber cell.

Public Support The organization’s cause is so widely supported that even elements within the Agency’s parent government are inclined not to thwart it. Prerequisites: Influence 8+, scope 5+. Benefit: The GC chooses 1 nation, within which the agents must spend 1 additional action die to make each favor check and the time required to fulfill each favor check is doubled. These modifiers apply to all agent favor checks made in the nation, even those not targeting the threat organization. Special: This threat resource may be taken multiple times, each time granting the same benefits in a different nation. Possible Sites: Legislative building, missionary station, politico’s office.

Torture Chambers The organization maintains a cadre of skilled pain engineers, furnishing them with a lavish workspace and all the most impressive implements of the trade. Prerequisites: Dungeons. Benefit: The loyalty rating of each of this season’s foils is increased by the hierarchy rating of the action site containing this resource. Further, each minion squad gains a morale bonus with morale checks equal to the hierarchy rating of the action site containing this resource. Possible Sites: Brainwashing and interrogation facility, Russian gulag, submarine or helicarrier brig (read: airlock).

Public Sympathy The organization enjoys public sympathy, either because it harbors genuinely good intentions or due to skilled spin doctoring. Prerequisites: Influence 5+, Benevolent. Benefit: At the beginning of each serial during which the agents are scheduled to contend with this threat, the GC may spend a number of his action dice up to this site’s hierarchy rating reduce each agents’ available BP by 5 × the number of action dice spent. This modifier only affects BP gained from the mission’s threat code, and has no effect upon each agent’s class-granted BP. Possible Sites: Public relations firm, electronic billboard control station, TV or radio station.

B UILDING A THREAT ORGANIZATION The process of building a threat organization is involved. In addition to simply assigning values to a threat’s various elements, such as its power base values, henchmen, minions, and so forth, the GC must put a face to the numbers — and in many cases, each of these numbers. He must determine the threat’s means and ends, as well as its weaknesses and many other details. In order to streamline the process — or at the very least, jumpstart the creative juices — this section breaks a threat down into its component parts. New options are presented for each, along with random tables so that a GC who wants to quickly create an organization can do so without worrying about the ideas or the numbers. While the threats generated from these tables are random, and therefore may seem outlandish at times, the tables are structured to present thematically and mechanically consistent threats, which are ready to be dropped into any Spycraft game.

Self-Destruct Mechanism The organization routinely rigs its action sites to explode if compromised, usually in order to prevent its secrets from being revealed but occasionally merely out of spite. Prerequisites: Technology 5+, Martyrs. Benefit: Each of the organization’s action sites features a self-destruct mechanism that may be triggered as a half action by the special NPC in charge of the facility or set to go off when a set trigger event occurs, as chosen by the GC when this threat resource is acquired. Possible trigger events include accessing a secure area without the proper security clearance, triggering a trap within the site, or even just tripping a laser security wire. The GC may choose a different trigger event for each of the organization’s action sites, but must immediately choose all of them when this resource is acquired. When an action site’s self-destruct mechanism is triggered, the entire site is reduced to rubble and each character, vehicle, and object within suffers an amount of blast damage equal to the site’s hierarchy rating

Concept A threat’s concept is shorthand for what the mastermind or organization is, though not necessarily what they do or how they do it. Examples include, “elusive terrorist organization,” “rising world government,” and “one-man army.”

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organization In many cases, a threat’s concept suggests several later choices for the organization. A group of “fanatical eco-terrorists,” for example, probably foster a grand scheme that revolves around the preservation of Nature over Man, for example; while a “financial mogul” likely possesses the greed agenda. Of course, the GC should never be afraid to play against type, should inspiration strike: a squad of “ruthless freelance assassins” might wish to save the rainforest as much as the aforementioned eco-terrorists, though perhaps only because the dense jungles are an excellent place to hide from international authorities. Each threat concept’s initial “seed” idea is fairly simple — many are even archetypical — and the GC should flesh them out before he uses them in play. We’ve provided plenty of detailed tables for use later in this chapter, though the GC should ask himself several questions to get the ball rolling regardless. What makes a “rival agency” different from any other such foe? Perhaps it’s actually a pawn working for a secret shadow government within the agents’ own nation? Perhaps the rival agency is made up predominantly of patriots, men and women who would do anything — even commit murder — to preserve their ideology. In this case, the agents should be ethically repelled by the rival agency, though perhaps occasionally tempted to join in order to “get the job done.” A “rogue military division” prompts several different questions. What flag did the division serve? Is the division actually a division, or a brigade? A platoon? A rag-tag mercenary outfit? What is the division commander’s name, rank, and nationality? When and why did he go rogue? Answering such questions is a great head start toward fleshing out the GC’s threat. To generate an original threat’s concept, choose from, or roll 1d20 and consult, Table 3.35: Threat Concept (see page 82). Descriptions of all results follow.

high action site secrecy ratings, agitation agenda, terrorist agenda, Martyrs resource, Secret Identification Method resource. Fanatical Eco-Terrorists: The threat seeks to combat the violence against nature with violence of its own. Likely Threat Options: High loyalty rating, Luddite agenda, visionary agenda, Benevolent resource, Public Sympathy resource. Financial Mogul: This threat is a mastermind — or perhaps a group of villains — willing to do anything the preserve and expand their fortunes. Likely Threat Options: High wealth rating, expansion agenda, greed agenda, Filthy Stinking Rich resource, Fluid Assets resource. Genetically Engineered Super Soldiers: This threat is a bit on the fringe, probably masterminded by a mad scientist or similarly exotic figure. Likely Threat Options: High technology rating, evolution agenda, transformation agenda, Basic Cloning resource, Rapid Transit Link resource. International Smuggling Cartel: This threat is devoted to financial success through illegal trade, possibly involving controlled substances, slavery, or weapons. Likely Threat Options: High wealth rating, power agenda, secrecy agenda, Media Blackout resource, Fleet Support resource. Large Scale Thieving Ring: This threat is a cadre of high tech thieves, along with the necessary supporting personnel (i.e. fences, smugglers, etc.). Likely Threat Options: High personnel rating, conquest agenda, greed agenda, Exotic Poisons resource, Master Plan resource. Mad Scientists with Experimental Weapons: This threat is develops, tests, sells, and/or uses experimental weaponry. It may leach from the Agency and similar think tanks, or it might be generations ahead of everyone else, leading the charge toward the future. Likely Threat Options: High technology rating, high action site security ratings, enlightenment agenda, revelation agenda, Orbital Bombardment resource, Weapons of Mass Destruction resource. Masterful Thinker: This threat revels in testing its genius against the agents. The particular plots are almost irrelevant, so long as the agents present a respectable challenge. Likely Threat Options: Meddler agenda, megalomania agenda, Foolproof Plan resource, Private Hunting Ground resource. Mercenary Espionage Team: This threat is the Agency through a glass darkly, with all-too-similar capabilities, but an opposing mission. Likely Threat Options: Low personnel rating (focusing on masterminds, henchmen, and foils, with few minions), counter agenda, takeover agenda, Departmental Access resource, Self-Destruct Mechanism resource.

Corrupt Local/Provincial/National Government: The threat is an established government, and may even be part of the agents’ own allegiance. Likely Threat Options: High influence rating, control agenda, political machination agenda, Propaganda resource, Public Support resource, plentiful low-level minions. Cunning Behind-the-Scenes Manipulator: The threat is controlled by a shadowy figure that seems to have interests and influence wherever the agents turn. Likely Threat Options: High scope rating, megalomania agenda, subversion agenda, Faceless Legions resource, Integrated Agendas resource, plentiful, well-paid informants. Elusive Terrorist Organization: The threat harasses segments of the global community to achieve a political or social end. Likely Threat Options: High loyalty rating,

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mastermind Modern Day Pirates: This threat consists of raiders seeking to dominate a region’s transit routes, make it rich by capturing and re-selling vehicles and goods, or both. Likely Threat Options: High loyalty rating (as a single traitor could endanger the entire operation), control agenda, greed agenda, Fearsome Reputation resource, Private Collection resource. One-Man Army: This threat is dominated by a single individual, who may or may not employ flunkies to do his bidding. Likely Threat Options: High influence rating, redemption agenda, revenge agenda, Armory resource, Hardened Killers resource. Organized Crime Family: This threat is “mobbed up,” as it were, and is likely either part of, or linked to, a known cartel such as the Russian Mafia, the Italian Mob, or the Chinese Triads. Likely Threat Options: High influence and loyalty ratings, peace agenda, revenge agenda, Fall Guy resource, Legitimate Front resource. Rising World Government: This threat is a newly established government out to prove itself in the global political environment. Likely Threat Options: High influence rating, credibility agenda, political machination agenda, Manipulators resource, Nerve Center resource. Rival Agency: This threat is often the tool of a foreign power, but may just as easily be another arm of the agents’ own government. Likely Threat Options: High technology and action site secrecy ratings, assassination agenda, counter agenda, Bundle Dispensary resource, Secure Communications resource. Rogue Military Organization: This threat is an unsanctioned military force, working toward the aims of its leaders. High profile, rogue military organizations are often the focus of extremely tenuous public relations nightmares in which the agents’ actions are extremely limited, even as the public calls for swift and precise response. Likely Threat Options: High loyalty and action site personnel ratings, destruction agenda, proletarian agenda, Hardened Killers resource, Motor Pool resource. Ruthless Freelance Assassins: This threat engages the agents in the ultimate game of cat and mouse, presenting mind boggling challenges to all who attempt to track them down. Likely Threat Options: High action site secrecy ratings, assassination agenda, greed agenda, Armory resource, Exotic Poisons resource. Third World Revolution: This threat seeks to undermine or overthow a government allied to the Agency. Likely Threat Options: High influence rating, propaganda agenda, subversion agenda, Elite Guard resource, Public Support resource.

Well Meaning Philanthropist: This threat is perhaps the hardest to deal with, as its intentions are often noble, but its methods have debatable merit. Likely Threat Options: High wealth rating, meddler agenda, visionary agenda, Independent Energy Source resource, Propaganda resource.

Table 3.35: Threat Concept Roll 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20

Concept Corrupt local/provincial/national government Cunning behind-the-scenes manipulator Elusive terrorist organization Fanatical eco-terrorists Financial mogul Genetically engineered super soldiers International smuggling cartel Large scale thieving ring Mad scientists with experimental weapons Masterful thinker Mercenary espionage team Modern day pirates One-man army Organized crime family Rising world government Rival agency Rogue military organization Ruthless freelance assassins Third world revolution Well-meaning philanthropist

Front Almost as important as a threat’s concept is its front, its public face. The threat’s front defines what it pretends to be. Of course, not all threats engage in such masquerades; some seek complete anonymity, while others boldly claim responsibility for their actions, hoping to sway or incite the public with their reputation. A threat’s front should provide the GC with a good idea of how the organization goes about its business. For example, a rival agency with a “telecommunications magnate” front is probably in the business of electronic surveillance, and uses its access to spy on whomever it pleases. Alternately, a masterful thinker with the “billionaire playboy gamblers” front might enjoy making wagers with the agents on whether or not they can stop his latest scheme. To generate an original threat’s front, choose from, or roll 1d20 and consult, Table 3.36: Threat Front (see page 84). Descriptions of all results follow. Anonymous: The threat has no public face, as it strives to maintain an impenetrable veil of secrecy. Likely Threat Options: Secrecy agenda, Secret Identification Method resource.

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organization Billionaire Playboy Gamblers: The threat’s leaders — or subordinates, if they’re very well paid, enjoy exciting lives in the world international high-stakes. This front is excellent for any organization that moves in circles of power and influence. Likely Threat Options: Entertainment agenda, Filthy Stinking Rich resource. Charitable Organization: This is the perfect cover for a variety of threat organizations, particularly those dealing in biological research or human experimentation — when a soup kitchen regular disappears, it’s unlikely anyone will miss him. This front also engenders good will with the public, especially when the threat keeps its more sinister activities Top Secret. Likely Threat Options: Any agenda, Benevolent resource. Fanatic Terrorists: This front could easily be the actual threat, though a pragmatic threat might conceal its motives by pretending to fight for a cause — perhaps even leading its minions to believe in the cause while the mastermind manipulates that zeal to support his own designs. Likely Threat Options: Any agenda, Faceless Legions resource. Fashion Mogul: The threat’s mastermind maintains a front business in the fashion world, allowing him to travel the world with impunity and make many contacts among the rich jet set. Likely Threat Options: Credibility agenda, Fleet Support resource. Fringe Religious Sect: The threat conceals its secular motives behind religious robes, drawing in true believers to serve as footsoldiers, and to shield the organization from government interference. Likely Threat Options: Reconstruction agenda, Propaganda resource. Government Bureau: The threat has thoroughly penetrated a government bureau, gaining the freedom to act with the authority of a government body, and a ready-made army of informants trained to report on the activities of foreign interests. Likely Threat Options: Political machination agenda, Moles resource. Grassroots Revolutionaries: This front also plays upon the sympathies of the public, though usually in a third world country — or possibly a remote hideout in America. Likely Threat Options: Subversion agenda, Public Support resource. Impartial Mediator: This front is an excellent starting point for any mastermind seeking to foment war by playing two or more sides against the middle. Likely Threat Options: Anarchist agenda, Fall Guy resource. Import/Export Firm: The threat maintains a front that allows it great latitude when moving personnel and gear across the globe. Likely Threat Options: Any agenda, Fleet Support resource. Independent Research Lab: An excellent front for any mastermind on the bleeding edge of technology, this front accepts research contracts and grants, then throws up low-cost smoke screens to justify them. In truth, it funnels the money to private projects into

such illicit arenas as cloning, disease, and superweapons technologies. Likely Threat Options: Greed agenda, any resource. Island Resort: An island resort can finance a criminal empire, while simultaneously providing a remote location from which the mastermind can coordinate operations. Even better, such a front is often remote enough that it doesn’t fall under any nation’s legal jurisdiction. Likely Threat Options: any agenda, any resource. News Magazine Publisher: With this front, a threat gains press access to global events and information, and an outlet for organization dogma. Likely Threat Options: Any agenda, Satellite Networks resource. Provisional Government: This front is most appropriate for an established threat, particularly one attempting to dominate a small corner of the world. After the threat succeeds in toppling the region’s former rulers, it can dominate the provisional government from the shadows. Likely Threat Options: Conquest agenda, Nerve Center resource. Political Lobby: A nice, sensible political lobby is an excellent way to draw sympathy. Politically minded threats can use interest in a lobby’s cause to screen for potential minions. Likely Threat Options: Political machination agenda, Public Sympathy resource. Righteous Crusaders: While some threats believe wholeheartedly in their causes, a threat hiding behind this front uses it as an excuse, rather than a reason. Likely Threat Options: Grail agenda, Martyrs resource. Simple Thugs: Some small-scale threats consist of little more than simple thugs, while worldwide threats may disguise local operations using this front. Also, the lowest rungs of a larger threat might behave like simple thugs, as is the case with many organized crime threats. Likely Threat Options: Any agenda, any resource. Telecommunications Magnate: A financial empire provides a wonderful cover for a scheming mastermind, and it’s even better when the nature of the business allows him to monitor global communications. Likely Threat Options: Any agenda, Satellite Network resource. Wall Street Financial Firm: A front within the world’s money market provides an excellent route for laundering illegally gained funds, and also provides the mastermind and his henchmen with limitless go-getter informants looking to trade for the next great tip. Likely Threat Options: Greed agenda, Fluid Assets resource. None: The threat is well known around the world, and doesn’t bother to hide its true activities. This is often true of terrorists and other organizations known to “claim credit” for violent incidents. Likely Threat Options: Any agenda, any resource.

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mastermind Table 3.36: Threat Front Roll 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20

Control the Moon: The threat plans to gain control of the Moon, either to use it for its own purposes (e.g. to establish a private colony), or to somehow ransom it to the world. More bizarre seasons might feature a threat attempting to destroy the world by influencing the tidal forces the Moon exerts upon the Earth. Likely Threat Options: Expansion agenda, Independent Energy Source resource. Destabilize Global Economy: The threat wishes to destabilize the world economy, perhaps as a highly focused attack on a single nation’s currency, sparking a domino effect, or as a massive campaign intended to throw the entire world into immediate financial chaos. Similarly, the intended result may be temporary or permanent, depending on the threat’s ultimate agenda. Likely Threat Options: Subversion agenda, Private Collection resource. Destroy/Steal Monument(s): The threat seeks to capture or destroy one or more man made or natural monuments, ranging from Buckingham Palace to Mt. Fuji to the Kremlin to the Devil’s Tower. This could be a symbolic act (particularly in the case of a terrorist threat), or an attempt to ransom the monument back to its rightful owner. Alternately, it might be an attempt to secure a monument the threat feels it should own (e.g. a religious fundamentalist threat attempting to steal monuments in the Holy Land). Likely Threat Options: Control agenda, Fanatics resource. Destroy/Subvert the Agency: The threat has targeted the Agency itself, intending to destroy it or use it as a stalking horse. This grand scheme often comes into play after the agents have previously foiled one or more of the threat’s schemes, thrusting the Agency into the threat’s view. Likely Threat Options: Counter agenda, any resource. Dominate/Topple Global Government(s): The threat seeks to either usurp control of a national or global government, or invade a neighboring nation. Likely Threat Options: Expansion agenda, Filthy Stinking Rich resource. Eliminate Foe(s): The threat has a veritable rogue’s gallery of enemies, each of whom it intends to eliminate. These enemies might be individuals, organizations, or even nations. The target may or may not be aware of the threat’s intentions, but regardless, it shouldn’t be able to deal with the problem through ordinary channels (such as calling the police, or at a larger scale, the U.N.); otherwise, the need for the Agency’s involvement wanes. Likely Threat Options: Assassination agenda, Foolproof Plan resource. Exterminate Population: The threat wishes to exterminate a specific segment of the population. It might target a particular race, creed, or nation. Alternately, a threat with a tenuous grip on reality may simply

Front Anonymous Billionaire playboy gamblers Charitable organization Fanatic terrorists Fashion mogul Fringe religious sect Government bureau Grassroots revolutionaries Impartial mediator Import/export firm Independent research lab Island resort News magazine publisher Provisional government Radical political lobby Righteous crusaders Simple thugs Telecommunications magnate Wall Street financial firm None

Grand Scheme Espionage is very much a game of “What have you done lately?” and a true threat isn’t just the sum of its parts, but what it plans to do with those parts. As the Agency’s attention is rarely drawn by a threat that simply lurks in the background, never truly threatening anything, the assumption is that most, if not all, threats appearing on the home office radar are already on the move according to a set plan. While it would seem that a threat’s agenda should dictate its grand scheme (or vice versa), these two facets of a criminal organization aren’t indelibly linked. For example, a grand scheme result of “destabilize global economy” might indicate anything from an anarchist threat sowing economic chaos to a greed threat creating a recession from which it can profit to a visionary threat attempting to demonstrate the folly of relying on government backed currency. The independent facets are merely parts of the collective whole, used here to spark the creative process (and help quickly design Mastermind System threats, as shown on page 89). To generate an original threat’s grand scheme, choose from, or roll 1d20 and consult, Table 3.37: Threat Grand Scheme (see page 85). Descriptions of all results follow. Advance Scientific Knowledge: The threat seeks to advance scientific knowledge — either its own or, more benignly, that of the entire world. The means through which the threat pursues this end often questionable, however, involving human experimentation and other dangerous or immoral research methods that draw the Agency’s attention. Likely Threat Options: Enlightenment agenda, Death Camps resource.

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organization Remake the World: The threat wishes to establish a New World Order. Perhaps it seeks a Marxist world government, or wishes to end man’s abuse of the natural world. Regardless, the threat’s cause is frequently a mundane agenda taken to an extreme length, necessitating the Agency’s involvement. Likely Threat Options: Transformation agenda, Fearsome Reputation resource. Save the World: The threat wishes to save the world from a real or perceived threat, such as global warming, nuclear disaster, or — in the case of a more deluded threat, or unusual season — an alien invasion. Naturally, the mastermind has managed any number of ways to endanger the world in pursuit of its own purportedly heroic agenda. Likely Threat Options: Redemption agenda, Manipulators resource. Turn Back the Clock: The threat seeks to bring back the “good old days,” whether by destroying the world’s satellite network, crippling automated industry, or using another, similar scheme. Alternately, the mastermind may miss the “bad old days” of the Cold War, or communist domination of Russia, and strive to bring them back. Likely Threat Options: Evolution agenda, any resource. Win the Game: The threat considers the Agency its personal opponent in a vastly entertaining game of global espionage. Its schemes and plans are turned toward one purpose: draw the Agency into its latest caper, then beat it at the game of espionage. Likely Threat Options: Counter agenda, Self-Destruct Mechanism resource.

intend to wipe out all life on earth. Likely Threat Options: Genocide agenda, Weapons of Mass Destruction resource. Gain Followers: The threat is in the process of building its infrastructure, and is mounting a propaganda war to gain the manpower required to move on to its true agenda. Likely Threat Options: Reconstruction agenda, Benevolent resource. Go out with a Bang: The threat is nearing the end of its lifespan. Perhaps it teeters on the brink of financial or political collapse, or its members are literally dying out. Regardless, when it goes out, it intends to take everyone else out in the process. Likely Threat Options: Extinction agenda, Orbital Bombardment resource. Hearts and Minds: The threat plans to mount a public relations campaign to win the hearts and minds of the local populace. This is more than a simple ad campaign, however — the threat intends to blackmail or frame its opponents, or even resort to murder. Likely Threat Options: Power agenda, Exotic Poisons resource. Lead Mankind: Idealistic, the threat wishes to lead mankind into a new era, perhaps by forcing man’s evolution, or by sparking conflict in order to fuel technological advancement. Likely Threat Options: Visionary agenda, Basic Cloning resource. Maintain/Reveal Conspiracy: The threat rests at the center of a web of secrets and lies, with the Agency searching for the truth. Alternately, the threat is attempting to dig up the bones of those the Agency would rather remained buried. Likely Threat Options: Revelation agenda, Faceless Legions resource. Make a Profit: The threat wants to make money the old fashioned way, by stealing it. Alternately, the threat may operate a smuggling or slavery ring. Likely Threat Options: Greed agenda, any resource. Mundane Political Agenda: The threat pursues an ordinary political agenda through extraordinary means. It might wish to end taxation or the death penalty, nationalize health care, or push gun control legislation through Congress. In the last case, for example, the threat might stage a series of armed rampages through metropolitan areas, in order to bias Congress toward draconian gun control laws. Likely Threat Options: Political machination agenda, Master Plan resource. Ransom/Steal Unique Item(s): The threat is looking to steal one or more unique items, such as the Mona Lisa, the Shroud of Turin, or the United States Constitution. It’s possible the threat may have a buyer already lined up, or it may use the item to demonstrate the validity of a greater cause. This last option is particularly appropriate if the item is a religious relic. Alternately, the mastermind may simply wish to expand his private collection. Likely Threat Options: Megalomania agenda, Elite Guard resource.

Table 3.37: Threat Grand Scheme Roll 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20

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Grand Scheme Advance scientific knowledge Control the Moon Destabilize global economy Destroy/steal monument(s) Destroy/subvert the Agency Dominate/topple global government(s) Eliminate foe(s) Exterminate population Gain followers Go out with a bang Hearts and minds Lead mankind Maintain/reveal conspiracy Make a profit Mundane political agenda Ransom/steal unique item(s) Remake the world Save the world Turn back the clock Win the game

mastermind Without its power source, the threat is crippled. Some seasons may be constructed around the idea of finding and destroying a threat’s source of power, while in others, the agents may either stumble across it or gain information about it from captured NPCs loyal to the threat (see Snitching, page 13). To generate an original threat’s source of power, choose from, or roll 1d20 and consult, Table 3.38: Threat Source of Power (see page 88). Descriptions of all results follow.

Threat Source of Power Every threat has a power base, a foundation from which it can launch its grand scheme. The possibilities in this category are broad, from the literal (an undersea geothermal generator) to the symbolic (control of the “promised land” or a precious icon) to the intangible (a massive informant or mole network). Without a formidable source of power, a criminal organization can’t truly be a threat to anyone. A threat’s power source might be secret, as is likely the case with the aforementioned undersea generator, or the threat might flaunt its resource. Indeed, some sources of power may need to be public knowledge in order to grant any advantage (e.g. the true Promised Land).

Arsenal/Army: The threat controls a standing army. Alternately, the threat has access to an arsenal of powerful weaponry, possibly including biological, chemical, and nuclear weaponry. Likely Threat Options: Conquest agenda, Armory resource.

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organization Control of Promised Land/Precious Icon: The threat controls an object or location that is highly valued by many, such as a culture’s ancestral home, or a religion’s holy relic. Regardless of the item’s nature, it grants the threat ideological leverage with a vast number of people. Likely Threat Options: Grail agenda, Martyrs resource. Criminal Empire: The threat controls a criminal empire of some size — perhaps a smuggling ring or a vast racketeering and protection operation — that provides a source of both income and warm bodies to fill the lower ranks. Likely Threat Options: Any agenda, Filthy Stinking Rich resource. Dirty Little Secret: The threat is a source of shame for one or more powerful organizations, and is thus ignored by the authorities. While there are lines the threat cannot cross, so long as it doesn’t breach these boundaries, it is allowed to operate largely with impunity. Likely Threat Options: Redemption agenda, Fearsome Reputation resource. Government Backing: The threat is subsidized and supported by one or more national governments, whether foreign or the Agency’s own. It can draw on any number of government resources for financial and personnel support. Likely Threat Options: Credibility agenda, any resource. Graft and Corruption: The threat bribes or blackmails select individuals, either at a local level (e.g. police commissioners), at a national level (e.g. senate subcommittees), or at a global level (e.g. the UN Security Council). Targeted individuals are paid not only to ignore the threat, but perhaps to support its operations as well. Likely Threat Options: Takeover agenda, Torture Chambers resource. Fear/Hate: The threat capitalizes on base human emotion, spouting propaganda to align public opinion to its cause (or to simply deflect attention elsewhere). Likely Threat Options: Propaganda agenda, Manipulators resource. The Grassy Knoll: The threat maintains an army of highly skilled operatives who intimidate potential opponents, and when necessary, eliminate them. These operatives are faceless and seemingly impossible to apprehend. The threat may allow some of its potential foes to live in fear of assassination, spreading the message of terror and supporting the cause. Likely Threat Options: Agitation agenda, Hardened Killers resource. Inertia: The threat is well entrenched in the public consciousness, perhaps as a national government, business conglomerate or a political movement. While it has its opponents, they are largely dismissed as radical idealists. The threat prospers because — as far as the public is concerned — nothing can, or should, be done. Likely Threat Options: Proletarian agenda, Media Blackout resource.

Limitless Wealth: The threat commands vast financial resources, perhaps in the form of controlling interest in dozens of corporations, or debtors who owe millions of dollars, or simply cold hard cash. Likely Threat Options: Any agenda, Filthy Stinking Rich resource. Long Arm: The threat operates around the world, from the boardrooms of Wall Street to the neon streets of Tokyo. Nowhere is safe for the threat’s foes. Likely Threat Options: Expansion agenda, Rapid Transit Link resource. Low Profile: The threat is highly secretive, allowing it to operate below the radar. Likely Threat Options: Secrecy agenda, Secure Communications resource. Massive Informant/Mole Network: The threat might be blackmailing its foes, or it might have the inside track on financial or political developments. Either way, its vast information network keeps it well informed at all times. Likely Threat Options: Meddler agenda, Moles resource. Mind Control: Through widespread subliminal messages, targeted brainwashing, or another incredible coup, the threat easily subverts potential foes. Likely Threat Options: Control agenda, Death Camps resource. Public Apathy: By all appearances, the threat simply doesn’t present a danger to the world at large, so little outcry is raised when it makes a move. Likely Threat Options: Peace agenda, Benevolent resource. Public Sympathy: The threat appears to have the world’s best interests at heart (or at least, the best interests of the majority), so it’s overlooked as a marginally beneficial organization. Likely Threat Options: Reconstruction agenda, Public Sympathy resource. Puppet Government: The threat controls a national government from behind the scenes. This is frequently the case in a dictatorship, in which the threat can cultivate power over the course of the ruler’s lifetime. Likely Threat Options: Political machination agenda, Government Affiliation resource (see Paradigm Concept’s Most Wanted). Seller’s Market: The threat has something everybody wants — maybe a serum for eternal life, or perhaps the secrets of cold fusion. Whatever it is, no one is willing to move against the threat for fear of losing (or losing out on) the potential resource. Likely Threat Options: Megalomania agenda, Private Collection resource. Superior Technology: The threat’s research and development arm has been busy, and now controls technology far beyond that of any other world power. Likely Threat Options: Enlightenment agenda, Elite Guard resource. Undersea Thermal Generator: The threat has established the infrastructure for its own isolated society, outside the jurisdiction of any world government. Likely Threat Options: Visionary agenda, Independent Power Source resource.

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mastermind Table 3.38: Threat Source of Power Roll 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20

port. If the agents can find and cut off this resource, they can cripple the threat in turn. Embittered Staff: Harsh treatment — possibly including arbitrary execution following failed assignments — has left the threat’s minions with extremely low morale. The agents may be able to gain allies in exchange for sanctuary from such treatment. Grandiose: The threat is given to grand, theatrical gestures. Rather than simply assassinate a member of a legislative body, for example, the threat may choose to bomb the legislative building while the body is in session. Eventually, word of such bold maneuvers is likely to reach the outside world — and the agents — in time for the Agency to move against them. Hedonism: The threat’s minions frequently engage in common vices, and often grow careless in the process. Alternately, the threat’s mastermind and/or henchmen spend more time enjoying simple pleasures than pursuing world domination, leaving them vulnerable to counter-espionage. Hubris: The threat believes that it’s invincible. This most frequently manifests in the mastermind himself, and can lead to a prideful revelation of his grand scheme to the agents. Ignorance: The threat’s minions are told only what they need to know, and only when they need to know it. They never see the big picture, and therefore make decisions that, while beneficial for the immediate operation, might also lead to the threat’s ultimate defeat. Impatience: The threat has little patience for the subtle maneuverings of the espionage game, and instead launches massive operations with little preparation or forethought. Lax Discipline: The threat’s minions have little fear for their masters, and are frequently careless when executing their duties. Obsession: The threat is obsessed with something — maybe revenge for a past slight, proving the superiority of a “master race,” or simply playing the ponies. Once the agents discover this obsession, they might be able to predict the threat’s upcoming moves. Office Politics: The threat is plagued with internal strife, as each henchman tries to one up the other. Even the threat’s minions are constantly angling for promotion, making coordinated action difficult. Old School: The threat first appeared during the Cold War, or even earlier, and hasn’t yet adjusted to the Game in the information age. Technologically adept agents might be able to catch it off guard. Outsourced: The threat outsources one or more vital elements of its operations. It may hire a private security firm to guard its facilities, contract an outside manufacturer to fabricate vital components for its super weapons, or even hire secretaries through a temp agency. The agents may be able to infiltrate the threat through this outside group.

Source of Power Arsenal/army Control of promised land/precious icon Criminal empire Dirty little secret Government backing Graft and corruption Fear/hate The grassy knoll Inertia Limitless wealth Long arm Low profile Massive informant/mole network Mind control Public apathy Public sympathy Puppet government Seller’s market Superior technology Undersea geothermal generator

Threat Achilles’ Heel An organization is only as strong as its weakest link, and this is doubly true in the world of espionage, where a careless word in the wrong ear can foil the most carefully planned scheme, or a single traitor can reveal a global criminal’s ultimate plot. Even the most powerful mastermind must rely on every minion’s discretion, whether he compels that discretion through dogmatic loyalty, promised wealth, or simple fear, because when that discretion is breached, the entire organization is left vulnerable. Even when an organization’s human element is flawless, it can fall victim to faulty technology, careless political missteps, and even public outrage. Every group has its weakness — even the most impenetrable bastion of evil. To generate an original threat’s Achilles’ heel, choose from, or roll 1d20 and consult, Table 3.39: Threat Achilles’ Heel (see page 89). Descriptions of all results follow. Bluffing: The threat can rarely back up its grand claims and threats. The key word here is “rarely,” as an organization that can never back up its claims and threats is eventually ignored. Compartmentalized: The threat is overly compartmentalized, to the point that its various operations sometimes come in conflict. The agents may be able to cause the threat’s henchmen and minions to stumble over one another, sowing chaos in the enemy’s ranks. Dependent: The threat relies on an outside organization — frequently a government — for funding and sup-

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organization Overextended: The threat has a few too many irons in the fire — so many that it lacks either the manpower or wealth to manage all its current projects. Security is consequently poor throughout. Overzealous: The threat is fanatical in pursuit of its goals, to the point that its agenda is repellent to virtually every national government and citizen of the world. The agents have little trouble convincing third party informants to come forward with information. Presumptuous: The threat makes gross assumptions, either regarding the geopolitical situation, the agents’ capabilities, or its own minions’ intelligence. If the agents zero in on the threat’s blind spot, they might be able to capitalize upon it. Secretive: The threat is so secretive that it removes itself from the day-to-day world, probably isolating itself on some remote island, or deep in an inhospitable clime. While this makes it difficult for the agents to reach the threat’s headquarters, the threat’s response time when a crisis arises is extremely poor. Soft Spot: The threat has a soft spot for something, perhaps the mastermind’s precious daughter, or the organization’s loyalty to a particular nation or cause. Its personnel refuse to knowingly endanger the subject of its affection, thus providing the agents a way to manipulate the threat. Superstitious: The threat holds one or more superstitions to be fact. Perhaps its members refuse to shed blood on holy ground, or place too much confidence in the trappings of a tribal religion.

Threat Randomizer Building a truly menacing threat organization can be one of the GC’s most rewarding tasks, but it can also be one of the most time-consuming. Bringing a threat from concept seed to fully fleshed out organization is an exacting process with many steps. Should the GC desire a quick and dirty option for threat design, we present the following step-by-step randomizer. All of the information here corresponds directly to the original Mastermind System presented in the Spycraft Espionage Handbook, and to the expansion material presented in the Fixer/Pointman Class Guide. These two books are required to use this randomizer. Many options contained herein are found in other Spycraft and Shadowforce Archer products, and Paradigm Concepts’ Most Wanted, and these books are recommended as well.

Step 1: Threat Concept and Agenda When building a random threat, the initial step is to determine its basic nature. The GC chooses from, or rolls 1d20 and consults, Table 3.35: Threat Concept (see page 82), then chooses from, or rolls 1d20 and consults, Table 3.40: Threat Randomizer — Agenda (see page 91). This will provide the fundamental idea behind the threat, as well as its general intent.

Step 2: Determine Power Base Next, the GC determines his threat’s power base ratings (wealth, technology, loyalty, influence, and scope). He chooses from, or rolls 1d20 and consults, Table 3.36: Threat Front (see page 84), then finds the threat’s front on Table 3.41: Threat Randomizer — Power Base Ratings (see page 92), rolling the listed dice to determine each power base rating.

Table 3.39: Threat Achilles’ Heel Roll 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20

Achilles’ Heel Bluffing Compartmentalized Dependent Embittered staff Grandiose Hedonistic Hubris Ignorance Impatience Lax discipline Obsession Office politics Old school Outsourced Overextended Overzealous Presumptuous Secretive Soft spot Superstitious

Step 3: Movers and Shakers Now that the foundation for the GC’s threat is established, he can move on to its mastermind, henchmen, and foil (if any). This process has 4 steps, as follows.

Step 3.1: Special Characters and Season Length All threats begin with a mastermind. In order to determine the level of a threat’s mastermind, the GC chooses from, or rolls d% and consults, Table 3.42: Threat Randomizer — Season Details (see page 94). The mastermind’s level is presented as a positive modifier — simply add this modifier to the average agent level at the beginning of the season to determine the mastermind’s agent level.

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mastermind Table 3.42 also indicates the length of the season featuring the mastermind (i.e. the number of serials the agents must complete before their final encounter with the mastermind), as well as the number of henchmen in the threat/season, the number of those henchmen who appear in each serial (beginning with the first), and whether the season features a foil.

has multi-classed, the first class rolled is assumed to be the first class in which he gained a level, and therefore the class from which he gained his base class core ability. Once a henchman’s class levels are determined, the GC should generate his statistics per the standard Spycraft agent creation rules. Special Note: The GC may wish to flesh out his henchmen by using the information in Chapter 2. In particular, he may wish to choose from, or roll 1d20 and consult, each of the following: Table 2.3: Henchman Hooks (see page 46), Table 2.4: Henchman Quirks (see page 47), Table 2.7: Villainous Motivations (see page 52), and Table 2.8: Villain Flaws (see page 53).

Step 3.2: Mastermind Background and Class Levels In order to determine the mastermind’s classes, the GC chooses from, or rolls 2d12 and consults, Table 3.43: Threat Randomizer — Special Character Class Levels (see page 96). If the result indicates that the mastermind has multi-classed, the first class rolled is assumed to be the first class in which he gained a level, and therefore the class from which he gained his base class core ability. Once the mastermind’s class levels are determined, the GC generates his statistics per the standard Spycraft agent creation rules.

Step 3.4: Foil Background and Class Levels In order to determine a foil’s agent level — and the serial in which the foil appears — the GC chooses from, or rolls 1d20 and consults, Table 3.48: Threat Randomizer — Foil Agent Level and First Appearance (see page 100). This table’s results are applied as follows. The foil’s agent level is determined by applying the modifier in the Agent Level column to the mastermind’s agent level (minimum equal to the team’s average agent level +1). The serial in which the foil first appears is determined by applying the modifier in the First Appearance column to the season length. If the result is 0 or less, the foil first appears in Serial #1. In order to determine a foil’s classes, the GC chooses from, or rolls 2d12 and consults, Table 3.43: Threat Randomizer — Special Character Class Levels (see page 96). If the result indicates that the foil has multi-classed, the first class rolled is assumed to be the first class in which she gained a level, and therefore the class from which she gained her base class core ability. Once a foil’s class levels are determined, the GC should generate her statistics per the standard Spycraft agent creation rules. Special Note: The GC may wish to flesh out his foil by using the information in Chapter 2. In particular, he may wish to choose from, or roll 1d20 and consult, each of the following: Table 2.1: Foil Hooks (see page 42), Table 2.2: Foil Quirks (see page 43), Table 2.7: Villainous Motivations (see page 52), and Table 2.8: Villain Flaws (see page 53).

Special Note: The GC may wish to flesh out his mastermind by using the information in Chapter 2. In particular, he may wish to choose from, or roll 1d20 and consult, each of the following: Table 2.5: Mastermind Hooks (see page 46), Table 2.6: Mastermind Quirks (see page 47), Table 2.7: Villainous Motivations (see page 52), and Table 2.8: Villain Flaws (see page 53).

Step 3.3: Henchmen Background and Class Levels Each henchman’s agent level is equal to the team’s average agent level + the number of the serial in which he appears (maximum 20). Example: A henchman appears in the 4th serial of a season and the team’s average agent level is 7. The henchman’s agent level is 11. If more than 1 henchman appears in the same serial, the first henchman’s agent level is determined per this formula and the agent level of each additional henchman is the same, modified by rolling 2d4 and consulting Table 3.47: Threat Randomizer — Additional Henchmen Agent Levels (see page 100). Again, the henchman’s maximum agent level is 20. In order to determine each henchman’s classes, the GC chooses from, or rolls 2d12 and consults, Table 3.43: Threat Randomizer — Special Character Class Levels (see page 96). If the result indicates that a henchman

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organization Step 4: Rank and File

Special Note: The GC may wish to flesh out his minions by using the information in Chapter 1. In particular, he may wish to choose from, or roll 1d20 and consult, each of the following: Table 1.1: Minion Tags — Accessories (see page 11), Table 1.2: Minion Tags — Behavior (see page 12), and Table 1.3: Minion Tags — Dress (see page 12).

After the threat’s leadership is laid out, the GC develops its legions. The GC generates 1 set of minion squad statistics for each special NPC in the threat (including the foil, per his discretion). This process has 6 steps, as follows. The resulting statistics are used for all minions encountered under a special NPC’s command for the duration of the current season.

Table 3.40: Threat Randomizer — Agenda Roll

Corrupt Government

Cunning Manipulator

Elusive Terrorist

Fanatical Eco-Terrorist

Financial Mogul

Genetically Engineered International Super-Soldiers Smuggling Cartel

Large Scale Thieving Ring

1

Conquest

Agitation

Anarchist

Agitation

Control

Anarchist

Assassination

Agitation

2

Control

Anarchist

Assassination

Anarchist

Counter

Assassination

Control

Assassination

3

Counter

Control

Control

Assassination

Credibility

Conquest

Credibility

Control

4

Credibility

Counter

Credibility

Counter

Destruction

Control

Destruction

Counter

5

Destruction

Credibility

Destruction

Credibility

Enlightenment

Destruction

Expansion

Destruction

6

Expansion

Entertainment

Expansion

Enlightenment

Entertainment

Evolution

Greed

Enlightenment

7

Genocide

Greed

Genocide

Evolution

Evolution

Expansion

Meddler

Entertainment

8

Greed

Meddler

Luddite

Grail

Expansion

Extinction

Megalomania

Grail

9

Meddler

Megalomania

Megalomania

Luddite

Grail

Genocide

Power

Greed

10

Megalomania

Peace

Power

Meddler

Greed

Grail

Proletarian

Luddite

11

Peace

Power

Proletarian

Peace

Meddler

Megalomania

Propaganda

Meddler

12

Political Machination

Proletarian

Propaganda

Proletarian

Megalomania

Power

Reconstruction

Megalomania

13

Power

Propaganda

Revelation

Propaganda

Peace

Reconstruction

Redemption

Power

14

Propaganda

Reconstruction

Revenge

Reconstruction

Power

Revenge

Revelation

Proletarian

15

Reconstruction

Revelation

Secrecy

Redemption

Redemption

Secrecy

Revenge

Redemption

16

Revenge

Revenge

Subversion

Revelation

Revelation

Subversion

Secrecy

Revelation

17

Secrecy

Secrecy

Takeover

Takeover

Revenge

Takeover

Subversion

Revenge

18

Subversion

Subversion

Terrorist

Terrorist

Subversion

Terrorist

Takeover

Secrecy

19

Takeover

Takeover

Transformation

Transformation

Takeover

Transformation

Terrorist

Subversion

20

Terrorist

Visionary

Visionary

Visionary

Visionary

Visionary

Transformation

Takeover

Roll

Mad Scientist

Masterful Thinker

Mercenary Espionage Team

Modern Day Pirates

One-Man Army

Organized Crime Family

Rising World Government

Rival Agency

1

Anarchist

Agitation

Agitation

Agitation

Agitation

Assassination

Conquest

Agitation

2

Assassination

Assassination

Assassination

Anarchist

Assassination

Control

Control

Assassination

3

Conquest

Control

Control

Assassination

Control

Credibility

Credibility

Control

4

Control

Counter

Counter

Control

Counter

Destruction

Destruction

Counter

5

Credibility

Credibility

Destruction

Destruction

Destruction

Expansion

Evolution

Credibility

6

Destruction

Destruction

Expansion

Entertainment

Entertainment

Greed

Expansion

Destruction

7

Enlightenment

Enlightenment

Genocide

Expansion

Extinction

Meddler

Genocide

Expansion

8

Entertainment

Entertainment

Greed

Grail

Genocide

Megalomania

Greed

Genocide

9

Evolution

Grail

Meddler

Greed

Grail

Peace

Megalomania

Grail

10

Extinction

Greed

Megalomania

Meddler

Greed

Power

Peace

Meddler

11

Genocide

Meddler

Power

Megalomania

Meddler

Proletarian

12

Grail

Megalomania

Proletarian

Power

Megalomania

Propaganda

Power

Peace

13

Greed

Power

Reconstruction

Proletarian

Power

Reconstruction

Propaganda

Political Machination

14

Megalomania

Redemption

Revelation

Redemption

Redemption

Redemption

Reconstruction

Power

15

Power

Revelation

Revenge

Revelation

Revelation

Revenge

Revenge

Propaganda

Political Machination Megalomania

16

Revenge

Revenge

Secrecy

Revenge

Revenge

Secrecy

Secrecy

Redemption

17

Takeover

Subversion

Subversion

Secrecy

Subversion

Subversion

Subversion

Revelation

18

Terrorist

Takeover

Takeover

Subversion

Terrorist

Takeover

Takeover

Revenge

19

Transformation

Terrorist

Terrorist

Takeover

Transformation

Terrorist

Terrorist

Secrecy

20

Visionary

Visionary

Transformation

Terrorist

Visionary

Transformation

Visionary

Subversion

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mastermind Step 4.1: Minion Level and Squad Size

is determined by applying the modifier in the Minion Level column to the agent level of the special NPC commanding the minions (minimum 1). The squad size is used as listed.

In order to determine a minion squad’s agent level, the GC chooses from, or rolls 1d12 and consults, Table 3.49: Threat Randomizer — Minion Level and Squad Size (see page 100). The minion squad’s agent level

Table 3.40: Threat Randomizer — Agenda (Cont.) Roll 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20

Rogue Military Agitation Anarchist Conquest Control Credibility Destruction Expansion Genocide Greed Megalomania Peace Political Machination Power Proletarian Reconstruction Revenge Subversion Takeover Terrorist Visionary

Ruthless Assassins Anarchist Assassination Control Counter Destruction Entertainment Genocide Greed Luddite Megalomania Political Machination Power Proletarian Redemption Revelation Revenge Secrecy Subversion Terrorist Visionary

Third-World Revolution Agitation Anarchist Assassination Control Credibility Destruction Evolution Greed Luddite Megalomania Proletarian Propaganda Reconstruction Redemption Secrecy Subversion Takeover Terrorist Transformation Visionary

Well Meaning Philanthropist Agitation Control Counter Credibility Enlightenment Entertainment Evolution Expansion Grail Luddite Meddler Political Machinations Power Proletarian Reconstruction Redemption Revelation Takeover Transformation Visionary

Table 3.41: Threat Randomizer — Power Base Ratings Agenda Wealth Anonymous 1d4+2 Billionaire playboy gamblers 2d4+2 Charitable organization 2d4 Fanatic terrorists 1d4 Fashion mogul 2d4+2 Fringe religious sect 1d4+2 Government bureau 1d4+2 Grassroots revolutionaries 1d4 Impartial mediator 1d4+2 Import/export firm 2d4 Independent research lab 1d4+2 Island resort 2d4 News magazine publisher 1d4+2 Provisional government 2d4 Radical political lobby 1d4+2 Righteous crusaders 1d4+2 Simple thugs 1d4+2 Telecommunications magnate 2d4 Wall Street financial firm 2d4+2 None 1d10

Tech 2d8 2d8 1d8 1d8+2 1d8 1d8 2d8+4 1d8+2 2d8 1d8+2 2d8+4 2d8+4 1d8 1d8+2 1d8 2d8 1d8 2d8+4 2d8 1d20

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Loyalty 2d4+2 1d4 1d4+2 2d4+2 1d4+2 2d4+2 1d4 2d4+2 1d4 1d4 1d4 1d4+2 2d4+2 1d4 2d4+2 2d4+2 2d4+2 1d4 1d4+2 1d10

Influence 1d4 1d4+2 2d4+2 2d4 2d4 2d4 2d4 2d4 2d4+2 2d4+2 2d4 1d4 2d4 2d4+2 2d4 1d4 2d4 1d4+2 1d4 1d10

Scope 1d4 1d4+6 1d4+2 1d4+4 1d4+4 1d4 1d4+6 1d4+2 1d4+2 1d4+4 1d4+4 1d4+2 1d4+2 1d4+4 1d4+2 1d4+2 1d4 1d4+4 1d4+6

organization Step 4.2: Minion Type

Step 5.2: Other Headquarters Ratings

Next, the GC determines the minion type that makes up the squad by choosing from, or rolling 1d20 and consulting, Table 3.50: Threat Randomizer — Minion Type (see page 101).

Next, the GC determines each site’s personnel, secrecy, and security ratings. First, he finds the site’s hierarchy rating on Table 3.55: Threat Randomizer — Other Action Site Ratings (see page 102), then he rolls the listed dice to determine each site rating. If the sum of all three results exceeds the number in the corresponding Maximum Sum column, continue reducing the highest of the 3 ratings by 1 until the sum equals the listed maximum. If at any time two or more ratings are tied for highest score, the GC chooses which to reduce.

Step 4.3: Minion Vitality Next, the GC determines how durable, lucky, or downright tough the minions are, by choosing from, or rolling 1d20 and consulting, Table 3.51: Threat Randomizer — Minion Vitality Dice (see page 102).

Step 4.4: Minion Ability Scores Example: The GC generates the ratings for a site with a hierarchy rating of 10, rolling a personnel rating of 9, a secrecy rating of 7, and a security rating of 2. This exceeds the number in the Maximum Sum column by 3. The site’s personnel rating is highest, so it is reduced by 1, from 9 to 8. Thereafter, the site’s personnel rating is still highest, and is reduced by an additional 1, from 8 to 7. At this point, both the site’s personnel and secrecy ratings are 7, so the GC decides to reduce the site’s personnel by an additional 1, bringing it down to 6. Now that the sum of the three ratings equals the number in the Maximum Sum column (15), no additional reductions are required.

Next, the GC determines how many points the minion squad has to distribute amongst its ability scores, by choosing from, or rolling 1d20 and consulting, Table 3.52: Threat Randomizer — Minion Ability Score Points (see page 101). For information about spending these points, see the Spycraft Espionage Handbook, page 245.

Step 4.5: Minion Feats Each minion in the squad gains Armor Group Proficiency and Weapon Group Proficiency feats according to its minion type (see Step 4.2, above). In order to determine additional feats, the GC chooses from, or rolls 1d20 and consults, Table 3.53: Threat Randomizer — Minion Feats (see page 101).

Step 6: Threat Resources Each threat may feature many possible resources, and most threats built with this randomizer feature at least one (based on the threat’s agenda). The GC determines a threat’s resources using the following 3-step process.

Step 4.6: Minion Details Finally, the GC generates each minion squad’s statistics per the standard Spycraft minion creation rules.

Step 5: Action Sites Step 6.1: Base Threat Resource Once the threat’s players are outlined, the GC builds a field upon which they can contend with the agents. The GC generates 1 headquarters action site for each special NPC, using the following 2-step process. Special Note: The GC also generates 1 standard action site for each threat resource commanded by the threat, using the same 2-step process (for more information, see Step 6.3, page 95).

In order to determine a threat’s base resource, the GC finds the threat’s agenda on Table 3.56: Threat Randomizer — Base Threat Resources (see page 103), then chooses the resource from the listed option or rolls 1d20 to generate it randomly. If the threat doesn’t meet the prerequisite(s) for a randomly rolled resource, the threat does not gain a base resource.

Step 6.2: Additional Threat Resources

Step 5.1: Headquarters Hierarchy Rating

Next, the GC determines the threat’s additional resources (if any). For each serial except the first, the GC chooses from, or rolls 1d20 and consults, Table 3.57: Threat Randomizer — Additional Threat Resources (see page 105).

The hierarchy rating of the mastermind’s HQ is automatically equal to the threat’s scope (see Step 2, page 89). For each henchman’s HQ, the GC consults Table 3.54: Threat Randomizer — Action Site Hierarchy Rating (see page 102), cross-referencing the threat’s scope with the serial in which the HQ appears to determine it’s hierarchy rating.

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mastermind Table 3.42: Threat Randomizer — Season Details Roll 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50

Mastermind Season Number of Level Length Henchmen +2 1 0 +2 1 0 +2 1 1 +2 1 1 +3 1 0 +3 1 0 +3 2 1 +3 2 1 +3 2 2 +3 2 2 +4 1 0 +4 1 0 +4 2 1 +4 2 1 +4 2 2 +4 2 2 +4 3 2 +4 3 2 +4 3 3 +4 3 3 +5 2 1 +5 2 1 +5 2 2 +5 2 2 +5 3 2 +5 3 2 +5 3 3 +5 3 3 +5 4 3 +5 4 3 +5 4 4 +5 4 4 +6 3 2 +6 3 2 +6 3 3 +6 3 3 +6 4 3 +6 4 3 +6 4 4 +6 4 4 +6 5 4 +6 5 4 +6 5 5 +6 5 5 +6 5 6 +6 5 6 +7 4 3 +7 4 3 +7 4 4 +7 4 4

Henchmen Per Serial — — — — — — — — 1d2 1d2 — — — — 1d2 1d2 — — 1d3 1d3 — — 1d2 1d2 — — 1d3 1d3 — — 1d4 1d4 — — 1d3 1d3 — — 1d4 1d4 — — 1d4+1 1d4+1 1d3/1d4+1 1d3/1d4+1 — — 1d4 1d4

Table 3.42: Threat Randomizer — Season Details (Cont.)

Foil N Y N Y N Y N Y N Y N Y N Y N Y N Y N Y N Y N Y N Y N Y N Y N Y N Y N Y N Y N Y N Y N Y N Y N Y N Y

Roll 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100

94

Mastermind Season Number of Level Length Henchmen +7 5 4 +7 5 4 +7 5 5 +7 5 5 +7 5 6 +7 5 6 +7 6 5 +7 6 5 +7 6 6 +7 6 6 +7 6 7 +7 6 7 +8 5 4 +8 5 4 +8 5 5 +8 5 5 +8 5 6 +8 5 6 +8 6 5 +8 6 5 +8 6 6 +8 6 6 +8 6 7 +8 6 7 +8 7 6 +8 7 6 +8 7 7 +8 7 7 +8 7 8 +8 7 8 +9 6 5 +9 6 5 +9 6 6 +9 6 6 +9 6 7 +9 6 7 +9 7 6 +9 7 6 +9 7 7 +9 7 7 +9 7 8 +9 7 8 +9 8 7 +9 8 7 +9 8 8 +9 8 8 +9 8 9 +9 8 9 +10 7 6 +10 7 6

Henchmen Per Serial — — 1d4+1 1d4+1 1d3/1d4+1 1d3/1d4+1 — — 1d4+2 1d4+2 1d4/1d3+3 1d4/1d3+3 — — 1d4+1 1d4+1 1d3/1d4+1 1d3/1d4+1 — — 1d4+2 1d4+2 1d4/1d3+3 1d4/1d3+3 — — 1d6+1 1d6+1 1d4/1d4+3 1d4/1d4+3 — — 1d4+2 1d4+2 1d4/1d3+3 1d4/1d3+3 — — 1d6+1 1d6+1 1d4/1d4+3 1d4/1d4+3 — — 1d8 1d8 1d6/1d4+5 1d6/1d4+5 — —

Foil N Y N Y N Y N Y N Y N Y N Y N Y N Y N Y N Y N Y N Y N Y N Y N Y N Y N Y N Y N Y N Y N Y N Y N Y N Y

organization Step 6.3: Resource Site Ratings

If more than 1 threat resource is featured in any given serial (as determined in Steps 6.1 and 6.2), the hierarchy rating of each additional action site containing a threat resource is determined by subtracting 1 from the last (minimum 1).

Finally, the GC determines the ratings for each action site containing one of the threat’s resources, according to the rules described in Step 5.2 (see page 93). The hierarchy rating of the first action site containing a threat resource during any serial is equal to the hierarchy rating of the corresponding henchman’s HQ – 1 (minimum 1).

Example: Alternately, the 2nd serial of a season features the Weapons of Mass Destruction and the Orbital Bombardment resources. The action site containing the Weapons of Mass Destruction resource has a hierarchy rating of 2 and the action site containing the Orbital Bombardment resource has a hierarchy rating of 1.

Example: The 2nd serial of a season features the Weapons of Mass Destruction resource. The henchman’s HQ during the same serial has a hierarchy rating of 3. The action site containing the Weapons of Mass Destruction resource has a hierarchy rating of 2.

With these hierarchy ratings in hand, proceed to Step 5.2 to determine each action site’s personnel, secrecy, and security ratings.

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mastermind Step 2: Scott consults Table 3.60 to generate his threat’s power base ratings. He rolls 2d4 for wealth (scoring a 6), 1d8+2 for technology (scoring an 8), 1d4 for loyalty (scoring a 2), and 2d4+2 for influence (scoring a 7). Finally, he rolls 1d4+4 to generate the threat’s scope (scoring a 7).

Threat Randomizer Example Scott sits down to roll up a threat organization to oppose a team of agents with an average agent level of 4. Step 1: Rolling on Tables 3.35 through 3.39, he determines that his threat is a rival agency hiding behind an import/export firm front. This rival agency plans to dominate a global government by exploiting its superior technology, but its agents frequently succumb to their hedonistic tendencies. Next, Scott dives into the threat’s mechanics, rolling on Table 3.40 to determine the rival agency’s agenda. He scores a 12, which indicates that the threat seeks peace. He decides that the rival agency is within the Agency’s own government, but has been subverted by a foreign power with which the Agency’s government is on the brink of war.

Step 3.1: Moving on to season length and special characters, Scott rolls d% on Table 3.42 to determine the season’s length, the level of the mastermind in charge of the rival agency, the number of henchmen beneath the mastermind, and whether a foil is involved. A result of 49 indicates a 4-serial season and a mastermind whose agent level is equal to the team’s average agent level +7 (i.e. an 11th-level mastermind). Four henchmen appear over the course of the first 3 serials, and Scott rolls 1d4 to determine the serial in which the extra henchman appears (scoring a 3 — the extra henchman will appear in Serial #3). The season will not feature a foil.

Table 3.43: Threat Randomizer — Special Character Class Levels Roll 2 3 4 5 6 7 8 9 10

11

12

Class Multi-classed. Roll 2 base classes for the character, in which he possesses levels at a 3:1 ratio. Ignore further results of 2, 3, 11, and 12. Multi-classed. Roll 2 base classes for the character, in which he possesses levels at a 2:1 ratio. Ignore further results of 2, 3, 11, and 12. Base class — Faceman. Base class — Fixer. Base class — Pointman. Base class — Snoop. Base class — Soldier. Base class — Wheelman. Special — Choose or roll 2d4. Roll Class Reference 2 Explorer Hand of Glory Threat Book, page 41. 3 High Roller African Alliance Chamber Book, page 49. 4 Martial Artist Pan-Asian Collective Chamber Book, page 32. 5 Scientist Shop Threat Book, page 49. 6 Sleuth Archer Foundation Chamber Book, page 47. 7 Spin Doctor European Commonwealth Chamber Book, page 49. 8 Wire 1960s Decade Book, page 148 Prestige Class — Choose or roll 2d12 on this table to determine 1 base class. If the character has a total agent level of at least 6, then choose or roll 1d20 on the appropriate prestige class table, based on the character’s base class (see Tables 3.44–3.46, pages 97, 98, and 99). If the character has a special base class (see result #10), then choose or randomly determine the prestige class table. The character possesses 5 levels in the base class, and the rest of his levels in his prestige class. Ignore further results of 2, 3, 11, and 12. Prestige Class — Choose or roll 2d12 on this table to determine 1 base class. If the character possesses a total agent level of at least 6, then choose or roll 1d20 on the appropriate prestige class table, based on the character’s base class (see Tables 3.44–3.46, pages 97, 98, and 99). If the character has a special base class (see result #10), then choose or randomly determine the prestige class table. The character possesses 5 levels in the base class, and the rest of his levels are split between his base and prestige class. Ignore further results of 2, 3, 11, and 12.

96

organization Step 3.2: Next, Scott determines his mastermind’s classes. Consulting Table 3.43, he rolls 2d6 and scores an 11, indicating that the mastermind possesses levels in a prestige class. As instructed by the table result, he rolls 2d6 again, scoring a 6, indicating that the mastermind’s base class is pointman. Then he rolls 1d20 on Table 3.45 to determine the prestige class into which the mastermind transfers at 5th level. He scores a 9, indicating that the mastermind gains levels as an inventor. According to the instructions under his original roll on Table 3.43, the mastermind gains all levels after 5th in the prestige class, so the mastermind is a 5th-level pointman/6thlevel inventor. It looks like R&D dominates the roost in the rival agency threat! The GC further develops the mastermind, rolling on Table 2.5 to determine the character’s hook (fringe ideologue), on Table 2.6 to determine his primary quirk (God complex), on Table 2.7 to determine his primary motivation (legacy), and on Table 2.8 to determine his

primary flaw (self-destructive). The GC decides that the mastermind is a political radical seeking to install his own brand of law while hamstringing the Agency and its allies, but tends to create impossible plans that even he knows he can’t possibly complete. These plans will cause the agents quite a lot of grief before they fail, however. The GC decides to hold off generating the mastermind’s statistics until he has a full view of the threat. Step 3.3: Per the formula presented in this step, the threat’s henchmen are 8th level (in the 4th serial), 7th level (in the 3rd serial), 6th level (in the 2nd serial), and 5th level (in the 1st serial). To determine the level of the second henchman in Serial #3, Scott consults Table 3.47 and rolls 2d4, scoring a 4. This indicates that the additional henchman’s level is 1 lower than the other henchman appearing during the same serial (i.e. 6th level). Finally, Scott determines each of the henchmen’s classes…

Table 3.44: Faceman/Snoop Prestige Classes Roll 1 2 3–4 5 6 7–8 9 10 11 12 13–14 15 16 17 18–19 20

Prestige Class Attaché Bounty hunter Casanova Code Breaker Detective Doppelganger Examiner Hacker Journalist Negotiator Networker Oracle Politico Profiler Sentry Special — Choose or roll 1d20

Roll 1 2–3 4–5 6–7 8–9 10–11 12–13 14–15 16 17 18 19–20

Prestige Class Accuser Betrayer Deceiver Eavesdropper Expert Illuminati Manipulator Mole Paranoid Pretender Technocrat Tyrant

Reference 1960s Decade Book, page 150 Faceman/Snoop Class Guide, page 6 Faceman/Snoop Class Guide, page 7 1960s Decade Book, page 152 Faceman/Snoop Class Guide, page 10 Faceman/Snoop Class Guide, page 12 Faceman/Snoop Class Guide, page 15 Shadowforce Archer Worldbook, page 167 Faceman/Snoop Class Guide, page 17 Faceman/Snoop Class Guide, page 19 Faceman/Snoop Class Guide, page 22 Faceman/Snoop Class Guide, page 24 Faceman/Snoop Class Guide, page 26 Faceman/Snoop Class Guide, page 28 Faceman/Snoop Class Guide, page 30

Reference European Commonwealth Chamber Book, page 52 See page 115 Agency, page 109 Agency, page 64 Agency, page 8 European Commonwealth Chamber Book, page 59 See page 57 Pan-Asian Collective Chamber Book, page 38 Agency, page 38 African Alliance Chamber Book, page 52 Shop Threat Book, page 55 See page 63

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mastermind • Serial #1: Scott rolls an 11 on Table 3.43 (prestige class — ignored, since the character is only 4th level), then an 8 on the same table (soldier). This henchman is a 5th-level soldier.

The GC decides to hold off generating the henchmen’s statistics until he has a full view of the threat. Step 3.4: Scott’s threat features no foil, so he skips this step.

• Serial #2: Scott rolls a 10 on Table 3.43 (special), then rolls a 6 on the special sub-table (high roller). This henchman is a 6th-level high roller.

Step 4.1: Scott consults Table 3.49 to determine the agent level of each of his threat’s minion squads, rolling a 20 for the minions in Serial #1 (1st-level, squad size of 14), a 4 for the minions in Serial #2 (3rd-level, squad size of 3), an 7 for the first henchman’s minions in Serial #3 (5th-level, squad size of 4), a 1 for the second henchman’s minions in Serial #3 (4th-level, squad size of 3), and a 16 for the mastermind’s minions in Serial #4 (6th-level, squad size of 10).

• Serial #3 (first henchman): Scott rolls a 7 on Table 3.43 (snoop). This henchman is a 7th-level high roller. • Serial #3 (second henchman): Scott rolls a 9 on Table 3.43 (wheelman). This henchman is a 6th-level high roller. The GC further develops each henchman using Table 2.3: Henchman Hooks, Table 2.4: Henchman Quirks, Table 2.7: Villain Motivations, and Table 2.8: Villain Flaws, establishing a personality for each character in turn. These personalities are unimportant for the purposes of this example.

Steps 4.2–4.5: Next, Scott determines each minion squad’s type, vitality die, ability score points, and feats…

Table 3.45: Fixer/Pointman Prestige Classes Roll 1–2 3 4 5 6–7 8 9 10–11 12 13 14 15 16 17–18 19 20

Prestige Class Cleaner Courier Counter-Terrorist Forward Goodfella Grifter Inventor Menace Ninja Officer Provocateur Ranger Saboteur Smuggler Spymaster Special — Choose or roll 1d20

Roll 1 2–3 4–5 6 7–8 9 10–11 12–14 15 16–17 18 19–20

Prestige Class Cat Burglar Commander Dai Lo Field Analyst Field Commander Guide Lord Mentor Producer Tamer Trainer Troubleshooter

Reference Fixer/Pointman Class Guide, page 6 Fixer/Pointman Class Guide, page 7 Shadowforce Archer Worldbook, page 165 Fixer/Pointman Class Guide, page 9 Fixer/Pointman Class Guide, page 11 Fixer/Pointman Class Guide, page 13 Fixer/Pointman Class Guide, page 15 1960s Decade Book, page 153 Fixer/Pointman Class Guide, page 17 Fixer/Pointman Class Guide, page 19 Fixer/Pointman Class Guide, page 21 Fixer/Pointman Class Guide, page 23 Fixer/Pointman Class Guide, page 24 Fixer/Pointman Class Guide, page 26 1960s Decade Book, page 155

Reference Shadowforce Archer Worldbook, page 163; Agency, page 62 African Alliance Chamber Book, page 50 Pan-Asian Collective Chamber Book, page 37 Archer Foundation Chamber Book, page 49 Agency, page 111 Agency, page 10 Archer Foundation Chamber Book, page 54 See page 59 Agency, page 87 See page 119; African Alliance Chamber Book, page 53 Agency, page 89 African Alliance Chamber Book, page 55

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organization • Serial #1: Scott rolls a 12 on Table 3.50 (strong minion), a 9 on Table 3.51 (d6 vitality die), a 20 on Table 3.52 (135 ability score points), and a 7 on Table 3.53 (1 additional feat).

The GC further develops each minion squad using Table 1.1: Minion Tags — Accessories, Table 1.2: Minion Tags — Behavior, and Table 1.3: Minion Tags — Dress, establishing a combined schtick for each squad in turn. These schticks are unimportant for the purposes of this example.

• Serial #2: Scott rolls a 19 on Table 3.50 (special — he rolls 4d20 and scores a 29 (heavy)), a 12 on Table 3.51 (d6 vitality die), a 9 on Table 3.52 (80 ability score points), and a 4 on Table 3.53 (no additional feats).

Step 4.6: The GC decides to hold off generating the minion squads’ statistics until he has a full view of the threat.

• Serial #3 (first henchman): Scott rolls a 4 on Table 3.50 (smart minion), an 11 on Table 3.51 (d6 vitality die), a 10 on Table 3.52 (85 ability score points), and a 5 on Table 3.53 (no additional feats).

Step 5.1: Now that he’s got the players, Scott needs a stage. Following the instructions under Step 5.1, he fins that the hierarchy ratings of the various HQ action sites are 1 (Serial #1 henchman), 2 (Serial #2 henchman), 3 (both Serial #3 henchmen), and 7 (Serial #4 mastermind).

• Serial #3 (second henchman): Scott rolls an 8 on Table 3.50 (stealthy minion), a 1 on Table 3.51 (d4 vitality die), a 6 on Table 3.52 (65 ability score points), and a 2 on Table 3.53 (no additional feats).

Step 5.2: Scott consults Table 3.55, looking up each of his HQ sites’ hierarchy ratings to determine their site ratings…

• Serial #4: Scott rolls a 17 on Table 3.50 (corresponding minion type — since the mastermind’s first base class was pointman, the minions possess the smart minion type), a 16 on Table 3.51 (d8 vitality die), a 9 on Table 3.52 (80 ability score points), and a 4 on Table 3.53 (no additional feats).

• Serial #1: Scott rolls 1d4–1 for personnel (scoring a 2), 1d3–1 for secrecy (scoring a 1), and 1d3–1 for security (scoring a 2). The sum of these results is 5, so none are reduced.

Table 3.46: Soldier/Wheelman Prestige Classes Roll 1 2 3–4 5–6 7 8 9 10 11–12 13 14–15 16 17 18–19 20

Prestige Class Ace Armorer Bodyguard Grunt Hunter Mariner Medic Slammer Sniper Stingray Street Fighter Street Knight Tactician Triggerman Special — Choose or roll 1d20

Roll 1–4 5–7 8–10 11–13 14–17 18–20

Prestige Class Conqueror Drifter Eternal Hitman Predator Raptor

Reference Soldier/Wheelman Class Guide, page 6 Soldier/Wheelman Class Guide, page 7 Soldier/Wheelman Class Guide, page 9 Soldier/Wheelman Class Guide, page 10 Soldier/Wheelman Class Guide, page 12 Soldier/Wheelman Class Guide, page 13 Soldier/Wheelman Class Guide, page 15 Soldier/Wheelman Class Guide, page 17 Shadowforce Archer Worldbook, page 170 Soldier/Wheelman Class Guide, page 18 Soldier/Wheelman Class Guide, page 20 Soldier/Wheelman Class Guide, page 21 Soldier/Wheelman Class Guide, page 23 Modern Arms Guide, page 8

Reference See page 54 Agency, page 36 See page 56 See page 117 See page 61 Pan-Asian Collective Chamber Book, page 39

99

mastermind • Serial #2: Scott rolls 1d4 for personnel (scoring a 4), 1d3–1 for secrecy (scoring a 2), and 1d3–1 for security (scoring a 1). The sum of these results is 7, so none are reduced.

Step 6.1: Consulting Table 3.56 using his agenda (peace), Scott rolls 1d20 and scores a 7. The threat possesses no base resource.

• Serial #3 (first henchman): Scott rolls 1d4 for personnel (scoring a 4), 1d3 for secrecy (scoring a 3), and 1d3 for security (scoring a 3). The sum of these results is 10, which is 2 higher than the listed maximum, so the personnel rating is reduced to 3 and Scott chooses to reduce the site’s security rating to 2.

Step 6.2: Scott makes one roll on Table 3.57 for each serial from #2 to #4… • Serial #2: Scott rolls 1d20, scoring a 16 (special). He rolls another 1d20, scoring a 19 (Worse Than Death — the threat meets this resource’s minimum loyalty requirement, so it keeps it). Scott rolls a third 1d20, scoring a 7 (the serial also features Fanatics, Martyrs, and/or Self-Destruct Mechanism). However, since the threat doesn’t meet the minimum requirements for any of these additional resources, it doesn’t keep them.

• Serial #3 (second henchman): Scott rolls 1d4 for personnel (scoring a 2), 1d3 for secrecy (scoring a 2), and 1d3 for security (scoring a 2). The sum of these results is 6, so none are reduced.

• Serial #3: Scott rolls 1d20, scoring a 1 (special). He rolls another 1d20, scoring a 19 (no resource). The hierarchy rating of this serial’s HQ is not lower than the threat’s scope – 1, so it doesn’t change.

• Serial #4: Scott rolls 2d4–2 for personnel (scoring a 4), 1d6 for secrecy (scoring a 2), and 1d6 for security (scoring a 4). The sum of these results is 10, so none are reduced.

• Serial #4: Scott rolls 1d20, scoring a 9 (special). He rolls another 1d20, scoring a 20 (no resource). The hierarchy rating of this serial’s HQ is not lower than the threat’s scope – 1, so it doesn’t change.

Table 3.47: Threat Randomizer — Additional Henchman Agent Levels Roll 2–3 4–5 6–7 8

Henchman Level –2 agent levels –1 agent level +0 agent levels +1 agent level

Step 6.3: Scott’s threat possesses only one resource — Worse Than Death, during Serial #2. Following the instructions under Step 6.3, he determines that the hierarchy rating of the site containing the resource is 1. He then proceeds back to Step 5.2 to determine the resource site’s personnel, secrecy, and security ratings. He rolls 1d4–1 for personnel (scoring a 1), 1d3–1 for secrecy (scoring a 1), and 1d3–1 for security (scoring a 1). The sum of these results is 3, so none are reduced.

Table 3.48: Threat Randomizer — Foil Agent Level and First Appearance Roll 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20

Agent Level –6 –5 –7 –6 –5 –6 –5 –4 –5 –4 –3 –4 –3 –2 –3 –2 –1 –2 –1 –1

First Appearance –7 –7 –6 –6 –6 –5 –5 –5 –4 –4 –4 –3 –3 –3 –2 –2 –2 –1 –1 –0

Once Scott fleshes out this threat’s characters and locations, and completes the statistics for each of the special characters and minion squads, he can pit the finished product against the agents!

Table 3.49: Minion Level and Squad Size Roll 1 2 3 4 5 6 7 8 9 10 11 12

100

Minion Level –2 –2 –3 –3 –4 –4 –5 –5 –6 –6 –7 –7

Squad Size 3 4 5 6 7 8 9 10 11 12 13 14

organization Table 3.50: Minion Type Roll 1–5 6–10 11–15 16–18

Minion Type Smart Minion (see page 14) Stealthy Minion (see page 14) Strong Minion (see page 14) Corresponding Minion Type — If the commanding special NPC’s first base class was pointman or snoop, his minions gain the smart minion type. If the commanding special NPC’s first base class was faceman or fixer, his minions gain the smart minion type. In all other cases, the commanding special NPC’s minions gain the strong minion type. 19–20 Special — Choose or roll 4d20. Roll Special Mission Type 4 Academic (see the 1960s Decade Book, page 192, or the Archer Foundation Chamber Book, page 80) 5 Android (see page 30) 6 Aristocrat (see the European Commonwealth Chamber Book, page 90) 7 Bloodstained Penitent (see the Pan-Asian Collective Chamber Book, page 63) 8 CIA Field Officer (see the 1960s Decade Book, page 193) 9 Civil Servant (see Agency, page 76) 10–11 Community Criminal (see the 1960s Decade Book, page 194, or the Pan-Asian Collective Chamber Book, page 64) 12–13 Conscript (see the 1960s Decade Book, page 194) 14 Contract Killer (see the 1960s Decade Book, page 195) 15 Counter-Intelligence Agent (see the 1960s Decade Book, page 196) 16 Deep Cover Operative (see the Pan-Asian Collective Chamber Book, page 65) 17 Desk Jockey (see Agency, page 120) 18 Diplomat (see the African Alliance Chamber Book, page 84) 19–20 Drug Lord (see the Hand of Glory Threat Book, page 73) 21 Emergency Medical Technician (EMT) (see Agency, page 22) 22–23 Femme Fatale (see the Archer Foundation Chamber Book, page 80) 24 Financier (see the European Commonwealth Chamber Book, page 91) 25 Frogman (see the Hand of Glory Threat Book, page 74) 26 Gangster (see page 31) 27 Gunner (see page 32) 28–29 Heavy (see the European Commonwealth Chamber Book, page 92) 30 Hot Rodder (see the African Alliance Chamber Book, page 85) 31 Instructor (see Agency, page 96) 32 KGB Agent (see the 1960s Decade Book, page 197) 33 Lackey (see the 1960s Decade Book, page 198) 36 Lawyer (see the European Commonwealth Chamber Book, page 93) 37 Lone Gunman (see the European Commonwealth Chamber Book, page 94) 38 Mad Bomber (see page 33) 39–40 Martial Arts Mook (see the Pan-Asian Collective Chamber Book, page 66) 42 Media (see the European Commonwealth Chamber Book, page 95) 43–45 Mercenary (see Agency, page 47, or the Archer Foundation Chamber Book, page 81) 46 Monitor (see the African Alliance Chamber Book, page 86) 47 Monkey Wrench (see the Shop Threat Book, page 96) 48 Mouthpiece (see the African Alliance Chamber Book, page 86) 49–51 Operative (see the 1960s Decade Book, page 199, or the Archer Foundation Chamber Book, page 83) 52 Paper Pusher (see Agency, page 97, or the Archer Foundation Chamber Book, page 84) 53 Police Official (see the 1960s Decade Book, page 200, or the Archer Foundation Chamber Book, page 84) 54–56 Professional (see the 1960s Decade Book, page 200, or the Archer Foundation Chamber Book, page 85) 57 Professional Athlete (see Agency, page 77) 58 Rabble-Rouser (see the African Alliance Chamber Book, page 87) 59 Raider (see the Archer Foundation Chamber Book, page 87) 60 Region Commander (see Agency, page 121) 61 Researcher (see Agency, page 22) 62 Resistance Fighter (see page 34) 63–65 Security Guard (see the African Alliance Chamber Book, page 88) 66–67 Shadow Warrior (see the Pan-Asian Collective Chamber Book, page 66)

101

mastermind Table 3.50: Minion Type (Cont.) 68–70 71 72 73 74–75 76 77 78 79 80

Shocktrooper (see the Hand of Glory Threat Book, page 78) Sleeper (see page 35) Special Forces Operator (see page 36) Special Inspector (see the Pan-Asian Collective Chamber Book, page 68) Squad Leader (see the African Alliance Chamber Book, page 89) Stalker (see the African Alliance Chamber Book, page 90) Street Fence (see Agency, page 47) Technophile (see the Pan-Asian Collective Chamber Book, page 68) Urban Biker (see the Pan-Asian Collective Chamber Book, page 69) Wingman (see the 1960s Decade Book, page 201)

Table 3.52: Minion Ability Score Points Roll 1–5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20

Table 3.51: Minion Vitality Dice Roll 1–5 6–15 16–20

Vitality Dice d4 d6 d8

Table 3.53: Minion Feats Roll 1–5 6–10 11–15 16–20

Additional Feats 0 1 2 3

Points 60 65 70 75 80 85 90 95 100 105 110 115 120 125 130 135

Table 3.54: Action Site Hierarchy Rating Scope 1 2 3 4 5 6 7 8 9 10

Serial #1 1 1 1 1 1 1 1 1 1 2

Serial #2 1 1 1 1 1 2 2 2 2 3

Serial #3 1 1 1 2 2 2 3 3 3 4

Serial #4 1 1 2 2 2 3 4 4 4 5

Serial #5 1 2 2 2 3 3 4 5 5 6

Serial #6 1 2 2 3 3 4 5 6 6 7

Serial #7 1 2 3 3 3 4 5 6 7 8

Serial #8 1 2 3 3 4 5 6 7 8 9

Table 3.55: Other Action Site Ratings Hierarchy 1 2 3 4 5 6 7 8 9 10

Personnel 1d4–1 1d4 1d4 1d6–1 2d4–2 2d4–1 2d4–2 2d4–1 2d4 2d6–2

Secrecy 1d3–1 1d3–1 1d3 1d4 1d4 1d4 1d6 1d6 1d6 1d6+1

102

Security 1d3–1 1d3–1 1d3 1d4 1d4 1d4 1d6 1d6 1d6 1d6+1

Maximum Sum 6 7 8 9 10 11 12 13 14 15

organization Table 3.56: Base Threat Resource Agenda Agitation

Anarchist

Assassination

Conquest

Control

Counter

Credibility

Destruction

Enlightenment

Entertainment

Evolution

Expansion

Roll 1–10 11–15 16–17 18–20 1–10 11–16 17–19 20 1–10 11–13 14–15 16–17 18–20 1–10 11–13 14–18 19–20 1–10 11 12–15 16–19 20 1–10 11–14 15–16 17–18 19–20 1–10 11–14 15 16–20 1–10 11–12 13–18 19 20 1–10 11–15 16–18 19–20 1–10 11–12 13–17 18–20 1–10 11–13 14–18 19–20 1–10 11–14 15–18 19–20

Base Threat Resource None Manipulators (influence 2+ only) Moles (influence 6+ only) Propaganda (influence 5+ only) None Armory (wealth 5+ only) Hardened Killers (loyalty 6+ only) Weapons of Mass Destruction (technology 7+ only) None Armory (wealth 5+ only) Departmental Access (loyalty 3+ only) Exotic Poisons (technology 3+ only) Hardened Killers (loyalty 6+ only) None Fleet Support (wealth 3+ only) Manipulators (influence 2+ only) Training Facilities (loyalty 5+ and wealth 3+ only) None Legitimate Front* (influence 3+ only) Manipulators (influence 2+ only) Moles (influence 6+ only) Secret Identification Method (influence 4+ only) None Departmental Access (loyalty 3+ only) Manipulators (influence 2+ only) Public Support (influence 8+ and scope 5+ only) Secret Identification Method (influence 4+ only) None Manipulators (influence 2+ only) Media Blackout (influence 6+ only) Secure Communications (technology 5+ only) None Armory (wealth 5+ only) Hardened Killers (loyalty 6+ only) Master Plan (influence 5+ only) Weapons of Mass Destruction (technology 7+ only) None Filthy Stinking Rich (wealth 7+ only) Private Collection (wealth 8+ only) R&D Division (technology 10+ only) None Deathtraps (technology 8+ only) Filthy Stinking Rich (wealth 7+ only) Private Collection (wealth 8+ only) None Master Plan (influence 5+ only) Worse Than Death (loyalty 2+ only) Weapons of Mass Destruction (technology 7+ only) None Armory (wealth 5+ only) Fleet Support (wealth 3+ only) Manipulators (influence 2+ only)

103

mastermind Table 3.56: Base Threat Resource (Cont.) Agenda Extinction

Genocide

Grail

Greed

Luddite

Meddler

Megalomania

Peace

Political Machination

Power

Proletarian

Propaganda

Reconstruction

Roll 1–10 11–14 15–17 18–20 1–10 11–14 15–16 17–18 19–20 1–10 11–12 13–17 18–20 1–10 11–13 14–17 18–20 1–10 11–12 13–17 18–20 1–10 11–12 13–17 18–20 1–10 11–12 13–17 18–20 1–10 11–13 14–17 18–20 1–10 11–13 14–20 1–10 11–12 13–17 18–20 1–10 11–12 13–18 19–20 1–10 11 12–19 20 1–10 11–12 13–16 17–20

Base Threat Resource None Exotic Poisons (technology 3+ only) Weapons of Mass Destruction (technology 7+ only) Worse Than Death (loyalty 2+ only) None Armory (wealth 5+ only) Fleet Support (wealth 3+ only) Hardened Killers (loyalty 6+ only) Weapons of Mass Destruction (technology 7+ only) None Escape Routes* Filthy Stinking Rich (wealth 7+ only) Private Collection (wealth 8+ only) None Independent Energy Source (technology 11+ only) Manipulators (influence 2+ only) Satellite Networks (technology 9+ only) None Exotic Poisons (technology 3+ only) Secret Identification Method (influence 4+ only) Worse Than Death (loyalty 2+ only) None Escape Routes* Manipulators (influence 2+ only) Legitimate Front* (influence 3+ only) None Filthy Stinking Rich (wealth 7+ only) Private Collection (wealth 8+ only) Worse Than Death (loyalty 2+ only) None Manipulators (influence 2+ only) Media Blackout (influence 6+ only) Propaganda (influence 5+ only) None Legitimate Front* (influence 3+ only) Manipulators (influence 2+ only) None Departmental Access (loyalty 3+ only) Master Plan (influence 5+ only) Secure Communications (technology 5+ only) None Armory (wealth 5+ only) Propaganda (influence 5+ only) Worse Than Death (loyalty 2+ only) None Media Blackout (influence 6+ only) Propaganda (influence 5+ only) Worse Than Death (loyalty 2+ only) None Departmental Access (loyalty 3+ only) Legitimate Front* (influence 3+ only) Secure Communications (technology 5+ only)

104

organization Table 3.56: Base Threat Resource (Cont.) Agenda Redemption

Roll Base Threat Resource 1–10 None 11–13 Filthy Stinking Rich (wealth 7+ only) 14–17 Propaganda (influence 5+ only) 18–20 Worse Than Death (loyalty 2+ only) Revelation 1–10 None 11–13 Moles (influence 6+ only) 14–16 R&D Division (technology 10+ only) 17–20 Secure Communications (technology 5+ only) Revenge 1–10 None 11–13 Deathtraps (technology 8+ only) 14–16 Fleet Support (wealth 3+ only) 18–20 Hardened Killers (loyalty 6+ only) Secrecy 1–10 None 11–12 Deathtraps (technology 8+ only) 13–15 Escape Routes* 16–20 Media Blackout (influence 6+ only) Subversion 1–10 None 11–13 Manipulators (influence 2+ only) 14–17 Moles (influence 6+ only) 20 Legitimate Front* (influence 3+ only) Takeover 1–10 None 11–13 Departmental Access (loyalty 3+ only) 14–17 Master Plan (influence 5+ only) 18–20 Training Facilities (loyalty 5+ and wealth 3+ only) Terrorist 1–10 None 11–13 Armory (wealth 5+ only) 14–16 Hardened Killers (loyalty 6+ only) 17–20 Worse Than Death (loyalty 2+ only) Transformation 1–10 None 11–15 Fall Guy (influence 4+ only) 16–18 Propaganda (influence 5+ only) 19–20 Secure Communications (technology 5+ only) Visionary 1–10 None 11–12 Filthy Stinking Rich (wealth 7+ only) 13–15 Legitimate Front* (influence 3+ only) 16–20 Master Plan (influence 5+ only) * See Paradigm Concept’s Most Wanted, available everywhere.

Table 3.57: Additional Threat Resources Roll 1–5 1–2 3–4 5–6 7–8 9–10 11–12 13–14 15–16 17–18 19–20

Consult Table Special — roll 1d20. Basic Cloning (technology 7+ and wealth 6+ only) Armory (wealth 5+ only) Benevolent (credibility, enlightenment, grail, peace, or visionary agenda only). Roll 1d20 — with a result of 1–10, the threat also gains the Public Sympathy resource during the same serial (influence 5+ only) Bundle Dispensary (wealth 5+ only) Death Camps (loyalty 8+ only) Deathtraps* (technology 8+ only) Departmental Access (loyalty 3+ only). Roll 1d20 — with a result of 1–10, the threat also gains the Departmental Training resource during the same serial (loyalty 4+ only) Dungeons (influence 5+ and wealth 4+ only). Roll 1d20 — with a result of 1–10, the threat also gains the Torture Chambers resource during the same serial Escape Routes* None. If the hierarchy rating of this serial’s HQ is less than the threat’s scope minus 1, it is increased by 1.

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mastermind Table 3.57: Additional Threat Resources (Cont.) Roll 6–10

Consult Table Special — roll 1d20. 1–2 Exotic Poisons (technology 3+ only) 3–4 Faceless Legions (loyalty 3+ only). Roll 1d20 — with a result of 1–10, the threat also gains the Elite Guard resource during the same serial (loyalty 7+ only) 5–6 Fall Guy (influence 4+ only) 7–8 Filthy Stinking Rich (wealth 7+ only) 9–10 Fleet Support (wealth 3+ only) 11–12 Fluid Assets (wealth 8+ only) 13–14 Hardened Killers (loyalty 6+ only). Roll 1d20 — with a result of 1–10, the threat also gains the Fearsome Reputation and/or Sleepers* resource(s) during the same serial, per the GC’s discretion (influence 5+ and loyalty 7+ only, respectively) 15–16 Hunting Grounds (wealth 4+ only) 17–18 Independent Energy Source (technology 11+ only) 19–20 None. If the hierarchy rating of this serial’s HQ is less than the threat’s scope minus 1, it is increased by 1. 11–15 Special — roll 1d20. 1–2 Legitimate Front* (influence 3+ only) 3–4 Manipulators (influence 2+ only). Roll 1d20 — with a result of 1–10, the threat also gains the Government Affiliation* resource during the same serial (influence 6+ only) 5–6 Master Plan (influence 4+ only). Roll 1d20 — with a result of 1–10, the threat also gains the Foolproof Plan resource during the same serial (influence 8+ only) 7–8 Media Blackout (influence 6+ only) 9–10 Moles (influence 6+ only) 11–12 Motor Pool (wealth 5+ only) 13–14 Nerve Center (technology 5+ only). Roll 1d20 — with a result of 1–10, the threat also gains the Integrated Agendas resource during the same serial (scope 4+ only) 15–16 Private Collection (wealth 8+ only) 17–18 Propaganda (influence 5+ only) 19–20 None. If the hierarchy rating of this serial’s HQ is less than the threat’s scope minus 1, it is increased by 1. 16–20 Special — roll 1d20. 1–2 Public Support (influence 8+ and scope 5+ only) 3–4 Rapid Transit Link (technology 15+ only) 5–6 R&D Division* (technology 10+ only) 7–8 Satellite Network (technology 9+ only). Special — roll 1d20. 1–5 ECM power rating (see the Fixer/Pointman Class Guide, page 103) 6–10 Surveillance bonus (see the Fixer/Pointman Class Guide, page 103) 11–15 Chase bonus (see the Fixer/Pointman Class Guide, page 103) 16–20 Search bonus (see the Fixer/Pointman Class Guide, page 103) 9–10 Secret Identification Method (influence 4+ only) 11–12 Secure Communications (technology 5+ only) 13–14 Training Facilities* (loyalty 5+ and wealth 3+ only). Roll 1d20 — with a result of 1–10, the threat also gains the Raw Recruits* resource during the same serial (loyalty 7+ only). 15–16 Weapons of Mass Destruction (technology 7+ only). Roll 1d20 — with a result of 1–10, the threat also gains the Orbital Bombardment resource during the same serial (technology 13+ only) 17–18 Worse Than Death (loyalty 2+ only). Roll 1d20 — with a result of 1–10, the threat also gains the Fanatics, Martyrs, and/or Self-Destruct Mechanism resource(s) during the same serial, per the GC’s discretion (loyalty 5+, loyalty 8+, and technology 5+ only, respectively) 19–20 Roll twice more on this table, adding both resources to the current serial. * See Paradigm Concept’s Most Wanted, available everywhere.

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“In Italy for 30 years under the Borgias they had warfare, terror, murder, and bloodshed, but they produced Michelangelo, Leonardo da Vinci, and the Renaissance. In Switzerland they had brotherly love… they had 500 years of democracy and peace, and what did that produce? The cuckoo clock.” — Harry Lime, The Third Man

Playing a villain campaign

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mastermind INTRODUCTION TVYPES OF ILLAINOUS CAMPAIGNS

In the shadowy world of espionage, black-and-white morality often fades to gray. Agents tread a murky ethical path — they must kill to prevent murder, wage war to maintain peace, and lie in the pursuit of truth. By most people’s standards, their actions would make them criminals or villains. Like any team of ‘good’ agents, the operatives of a criminal organization undertake missions on behalf of a hierarchy with great resources and sometimesshadowy goals. They may even be affiliated with a government or international coalition. But while these surface similarities exist between villainous operatives and their Agency counterparts, the campaign in which they shine is quite different at its core. The villainous campaign offers a new and exciting twist to Spycraft, challenging the players and the GC in new and interesting ways. What follows is a discussion of the nature of the villainous campaign, its advantages and pitfalls, and an offering of new mechanical options to support the arsenals of villainous characters and their minions.

Bad guys have been around as long as there have been heroes — one can’t exist without the other. In the same way, the villainous campaign is a dark mirror image of the standard Spycraft game, in which powerful and secretive organizations plan ruthless conquests, execute calculating plans for world domination, and battle against the forces of good that conspire to ruin their master plans. There are three distinct types of villainous campaign — the antihero campaign, in which the players become the Agency’s antithesis, the conspiracy campaign, in which agents pursue a long term and shadowy goal or conspiracy, and the prankster campaign, in which the villains become a foil that seeks to disrupt or undermine the efforts of others.

The Antihero Campaign The antihero campaign is the ‘classic bad guy’ story, in which the players become part of an organization working against the system to further their own maniacal goals. The villains in an antihero campaign believe themselves to be misunderstood champions pursuing an ambiguous but far-reaching goal, such as global domination, destruction of their enemies, or attaining limitless wealth. Rogue agencies such as Alias’s SD-6 and criminal syndicates such as S.P.E.C.T.R.E. from the James Bond franchise are excellent examples of antihero organizations. The antihero campaign inverts the morality and perceptions of the standard Spycraft game. The Agency is transformed from a benevolent super power to a domineering collective seeking to crush all who stand against it, and world governments become misguided bureaucracies that have lost sight of their true ambitions. Only the villains can show them the path to truth. Operatives of antihero criminal organizations feel justified in their actions, and little remorse for those that dare stand in their way — after all, their ends always justify their means. Antihero organizations always have clear enemies, and thusly operate both covertly and overtly to achieve their goals, approaching problems with a certain level of moral authority. Agents of these organizations fight with just as much fervor as operatives of the Agency. Though they may blow up buildings,

Defining the Opposition The world of the villainous campaign is topsy-turvy — bad is good, white is black, and the Agency is likely one of the team’s most prominent enemies. But how does a team define the Agency as an enemy in the Spycraft system? The answer is simple — design the Agency using the Mastermind System! Most governments and intelligence agencies have access to resources similar to those of a criminal organization — weapons of mass destruction, research and design facilities, military training camps, and the like. Likewise, a criminal organization can function almost exactly as an intelligence agency; it receives material support, wields super-science gadgets, taps into an worldwide information network, calls on the assistance of outside sources, and engages in globe-hopping adventures — just like the spies on the Agency’s front line. Conversely, if the GC wants to determine the specific rules and benefits provided by a criminal organization, he should consult the home office creation rules presented in The Agency sourcebook.

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playing a villain campaign assassinate enemies, and take hostages as often as they attack financial infrastructures or secretly infiltrate enemy operations, they claim that the only difference between them and more altruistic agents is methodology. An antihero organization is familiar to most Spycraft players, consisting of a strong hierarchy built upon ambition and treachery, lead by a cadre of powerful and intelligent leaders, and manned by legions of minions and mercenaries. In this model, the mastermind is the organization’s ultimate ruler and his henchmen are hand-chosen for their devotion and effectiveness. Absolute loyalty is demanded of minions, and threats to the organization — both external and internal — are stamped out with impunity. This makes life in an antihero organization quite harsh; failure is often repaid with death, and ambitious junior members must be ready to fight their way to the top — and defend what power they attain at all times, with their very lives.

The Prankster Campaign The prankster campaign is much less heavy-handed than the antihero and conspiracy campaigns. Prankster organizations are driven by their beliefs, rather than a particular mission or plan, seeking a fundamental change in the world, its freedoms, or its ideals. Toward this end, pranksters shake things up by revealing secrets, thwarting authority, and otherwise disrupting “the establishment.” Good examples of a prankster at work include the Joker of the Batman franchise, Tyler Durden of Fight Club, and David Lightman in the film War Games. Pranksters are villains in part due to their ignorance of the consequences of their actions. While not as threatening as a nuclear power or secret plot to take over the world, a prankster organization nonetheless tears at the cloak that conceals the secret wars between nations, threatening to uncover secrets that could endanger the security of a nation, or the entire world. In the end, most pranksters view their actions as a sort of twisted altruism, an attempt to guide the world toward a new era free of the tyranny of law, politics, secrecy, financial debt, and other social establishments. Prankster organizations are often small, mainly because they’re often built upon a specific interest and partly due to the great risk their actions entail. Operatives of a prankster organization are brought together by mutual beliefs — commonly a desire for truth, anarchy, or revenge — and thus the organization is much more collegial than hierarchical, with members coming and going as they please. Yet the loyalty of a prankster organization is incredibly high, as each operative forms an important part of the whole and/or plays a key role in the organization’s work.

The Conspiracy Campaign There are great and shadowy powers that exist outside of the average person’s perception, unseen puppeteers pulling the strings that make the nations of the world dance. The villains in a conspiracy campaign are these calculating manipulators who covertly seek a specific but far-reaching plan — the creation of a New World Order, control of international finance, or domination of a power beyond human comprehension. The Cigarette Smoking Man and his cohorts from the X-Files TV series are a prime example of a grand conspiracy in action. Subtlety and secrecy define a conspiracy campaign, in which villainous organizations rarely make moves that reveal their true motives, or even their existence. Agents of these organizations are trained extensively to sow disinformation and confusion at every turn, transforming misdirection into high art. In many ways, this makes a conspiracy campaign the closest to that of a standard Agency game. The structure of a conspiratorial organization is much like that of a spider and its web. At the center of this web lies the plan, the ultimate aspirations upon which the entire organization radiates. The leadership remains confined to a small body in order to keep the plan secret, building a vast network of contacts, freelancers, mercenaries, and informants to serve as its minions. These underlings have no knowledge of the organization or their ultimate purpose, instead conducting each task in isolation from their colleagues. This structure is contrived to make unraveling the web incredibly difficult, giving the conspiracy time to execute its master plan before anyone is the wiser.

BEING A BAD GUY The villainous campaign opens up an entirely different set of roleplaying and storytelling opportunities, both for the players and for the GC, but playing villains for the first time can be a daunting task. This section discusses what it takes to be a villain, what’s different from a standard ‘heroic’ campaign, and the ways criminal organizations approach problems and tackle missions.

What is a Villain? A villain is a person employed by or affiliated with an organization that pursues its own goals and objectives, without concern or consideration of the world at large. He may range from a low-ranking minion to

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mastermind often turning them to his ends without them ever realizing it. Corporate powerbrokers, con artists, and femme fatales are all classic corrupter archetypes.

a faithful lieutenant to a mastermind behind the organization’s ultimate schemes. Nearly all villains foster some sort of goal or master plan, employing tactics ranging from clandestine operations to all-out warfare. The pursuit of this goal is commonly all encompassing, and the realization of it forms the basis of the origin and existence for the villains and their organization.

Potential Pitfalls in a Villain Campaign The villain campaign offers players and the GC many unique options for exploring Spycraft’s darker corners, but this genre is not without its perils — most players are not used to the idea of playing bad guys. When running or playing a villainous campaign, watch out for the following pitfalls.

What does it mean to be a Villain? Being a villain means more than being ‘evil,’ in the traditional sense of the word. More than anything, a villain is incredibly selfish, pursuing his own ends without regard for the rules or welfare of others. Unlike the Spycraft superspy, whose work is predominantly altruistic in nature, a villain’s only moral and ethical checkpoints are those set by his organization. A villain believes there is no right or wrong — just actions taken by people pursuing their own selfish goals — and thus, the villain believes that the ends always justify the means. Much like a successful superspy, a successful villain has a strong sense of commitment. A criminal’s life is difficult — he’s constantly harassed by the authorities, plagued by enemies, and struggling to realize his grand goals — and so commitment to the ideals or goals of his organization are key to his success. Criminal organizations rely upon this loyalty and effectiveness just as much (or even more so) than intelligence agencies, for they often lack the human and material resources to retry efforts after they fail. Likewise, self-sufficiency is a key attribute of any good villain. Unlike the classic Agency superspy, the villain’s worldview and ultimate goals set him apart from public opinion, and the organization he works for usually works without the sponsorship of a legitimate political body. Furthermore, internal politics within a criminal organization can often consume aspiring leaders, as the powers that be eliminate threats to their control before they grow too powerful. Consequently, good villains learn to survive on their own merits, and to solve problems with creativity rather than resources.

Being Bad for the Sake of Badness: This is the ‘Chaotic Evil’ syndrome — the player or GC resorts to playing their villains in such an utterly evil fashion that the characters become simplistic sociopaths with little character depth. When this happens, the guilty parties should be reminded that villains are not always evil so much as morally ambiguous (a much more playable ethic). A villain doesn’t have to be truly evil all the time, and most likely has at least some beliefs that line up with those held by the rest of society. By portraying villains as misguided but essentially human beings, everyone can expect a much more satisfactory gaming experience. The Danger of Camp: Camp is another common issue in villain campaigns. Sure, many James Bond villains were unabashedly campy — men who painted their women gold, threw razor-sharp hats, or bit through sheet metal with their bare teeth. But in the end, these rather silly villains were only on screen for an hour or two at a time (less than half of a normal game session)! Good villain roleplaying is about subtlety and nuance — no amount of maniacal laughing or quirky behavior can prove one’s villainy over calculated maneuvering and callous ambition. Dealing with Depravity: Sometimes, players can go a little over-the-top in their depiction of ‘evil’ behavior, to the point of excess. Wantonly murdering innocent civilians, mutilating and torturing captives for information, and worse can all bring an otherwise enjoyable game to a screeching halt. But being a bad guy — or the player of a bad guy — doesn’t give someone the right to do whatever they want. Remember that if one player’s actions make even one other player uncomfortable, he risks ruining a night of fun roleplaying — and devolving his character to a mere caricature in the process. Everyone should remain sensitive to the feelings and sensibilities of the GC and their teammates when dabbling at the fringes of acceptable behavior — your campaign can only benefit from the effort.

Types of Villains While a villain can take many conceptual forms, Spycraft players are likely to come across five basic archetypes — the corrupter, the killer, the powermonger, the saboteur, and the schemer. Each can be found in any type of villain campaign, and provide players a solid grounding in which to frame their characters. • Corrupter: The liar and the cheater, the snake with the proverbial apple who lures the unsuspecting into his schemes, the corrupter’s power base is built on illgotten consensus, formed lies, blackmail, seduction, and corruption. Like the devil, the corrupter uses subtle deception and temptation to force the hands of others,

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playing a villain campaign • Killer: The most straightforward of the villainous archetypes, the killer is destruction incarnate. The worst kind of human being, he preys upon his targets with ruthless precision and efficiency, destroying things simply because they don’t fall within his narrow plans — often with bold, decisive moves designed only to shock. Serial killers, assassins, anarchists, and rogue generals are all examples of killers in action.

because these assets — money, weapons, and technology — are tools that can help the organization achieve its ultimate goals. The antihero organization’s concern with revenge and power also ties back to freedom from control, if only to circumvent the laws that ‘tie its hands,’ hampering its ultimate aspirations. Conspiracies are usually preoccupied with control of assets; these villains seek to hoard secrets and resources all for themselves, as these stockpiles gives the organization the edge it needs to survive and eventually realize its master plan. A conspiracy’s obsession with secrecy and asset control plays naturally back into concern for freedom from the control of others as well, as a conspiracy’s very existence is a declaration of independence and exclusive ownership. Control of others is relegated to hindsight by these villains — while dominating at least part of the world is usually the end result of their final plan, the deliberate nature of their operations means the organization is unable to focus on the big picture most of the time. Finally, the prankster organization places most of its stock in freedom from control of others, for by undermining the status quo it is declaring independence from the norm. Its belief that its work is for the betterment of society manifests as a form of control of others, but most pranksters could care less about controlling assets beyond the information they need to carry out their goals.

• Powermonger: The powermonger lusts after control — over a group, an asset, or the entire world — simply for control’s sake. His desire for utter dominance drives him ever forward, prompting him to expend all his worldly resources to crush those in his path. Good examples of powermongers include power-mad dictators, international kingpins, and money-hungry businessmen. • Saboteur: These villains tear down the edifices created by others, either literally, wantonly destroying the assets of their enemies, or though subversion and undermining. Though a saboteur’s destructive impulses make him similar to the killer, this character destroys as a means of bringing his enemies’ worlds down around their ears, preferably by using their own weapons against them. Terrorists, expert thieves, and corrupted journalists all make good saboteurs. • Schemer: The killer’s antithesis, the schemer is defined just as much by what he doesn’t do as what he does. A careful planner weaving an impenetrable cloak of misinformation and secrecy, he lurks and pursues hidden agendas to change the face of the entire world. Shadowy illuminati, mad scientists, crazed mystics, and their ilk fill this ambitious role.

Tackling Villainous Missions Though the types of missions undertaken by villains rarely differ from those of normal agents, the approach is often completely different. Whether due to organizational differences or fewer mission parameters, the villainous campaign provides players with whole new venues in which to operate. The following sections describe how and why villains tackle missions, and detail the differences from standard Spycraft missions.

G OALS AND OBJECTIVES A villainous organization’s objectives are quite different from the Agency’s mostly altruistic goals. It is typically concerned with some form of control — perhaps control of others (e.g. conquest of a nation or destruction of the organization’s enemies), control of an asset (e.g. maintenance of a conspiracy or acquisition of a new type of technology), or freedom from the control of others (e.g. independence from global political influence or the law). Each villainous campaign type touches upon these different aspects of control in how they approach missions and objectives. With its grand scope and bold moves, an antihero organization tends to focus mainly upon control of others — the conquest of a nation, the annihilation of its enemies, and the power to call the shots. Control of assets takes a close second, if only

Assassination and Revenge The assassination and revenge mission takes on an entirely new meaning in the villainous campaign. Many criminal organizations are created for just these purposes, either to profit from the death of others or to wreak havoc on those who have opposed them in the past. ‘Wetworks’ missions undertaken by villainous organizations have a tendency to be messy and loud affairs. Unlike spies, who must kill then obscure evidence of their involvement to protect the legitimacy of their sponsors, villains actually gain legitimacy in many peoples’ eyes when they’re linked to the deaths of others. Murder can be used to prove a point, threaten an enemy, or send a message that the villains are not to be trifled with — and in these cases, the higher the profile,

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mastermind build the organization’s own. Thus, these missions tend to involve destruction as much as reconnaissance, for if the organization cannot have the asset, no one should. These missions have a variety of goals, depending on the organization initiating them. Antiheroes tend to use these missions to try and set back their enemies as much and possible, through sabotage, disinformation, and theft. Pranksters often infiltrate to establish provocateurs and other long-lived information pipelines, hoping to ultimately learn their enemy’s secrets and sabotage upcoming operations. Conspirators are the subtlest in their use of infiltration, building networks of moles inside enemy outfits in the hope that they will eventually be able to predict an enemy’s moves and counter threats to their agendas without showing their hand.

Recruitment Locating fresh blood and new resources is an ongoing mission of any covert organization, and villains are no exception. Some outfits, such as terrorist cells and rogue agencies, rely almost entirely upon recruitment to keep their ranks full and their threats unpredictable. Unlike Agency defection missions, which task agents with convincing valuable assets to turn on their current superiors and then escaping with them (or just getting out alive), the purpose of villain recruitment is usually building leverage against the organization’s enemies. Such missions include aggressive brainwashing and sleeper campaigns, corruption of enemy agents, indoctrination and training of subversive assets, and the construction of extensive networks of moles and saboteurs. Conspirators most frequently engage in recruitment missions, both as a method of building assets on the road to their long-term goals and to establish and tailor foils against potential threats before they strike. Antiheroes are less concerned with the more far-reaching ramifications of recruitment missions, instead focusing their efforts on attracting sympathetic enemies and acquiring new subversive tools. Pranksters are forged by dissent, so the incidence of an enemy asset willing to further their cause makes recruitment missions a top priority for them.

the better. Likewise, a revenge mission can prove to the villains’ enemies that no matter who they are or where they go, there’s no escaping the organization’s furious wrath or fell hand. Antiheroes sometimes make assassination and revenge missions a full-time job. For example, the comicbook antihero Frank Castle (aka the Punisher) devotes his entire life to hunting down and eliminating powerful or dangerous criminal syndicates, one by one. Conversely, conspirators use murder and revenge as a surgical tool, biding their time for months or years before taking out their opponents at their weakest and when suspicion is at its lowest. Pranksters avoid murder most of the time, if only because it has a tendency to draw too much heat from the authorities, though they occasionally make moves against their foes solely for vengeful reasons.

Salvage and Recovery Though not as highly regarded by villain organizations as by the Agency, these missions nonetheless have a place in any villainous campaign. Instead of trying to recover equipment lost during an accident, however, villains undertake salvage or recovery missions to capture technological secrets and grab assets they’ve lost to enemy action. Antiheroes might engage in a recovery mission to regain a critical stronghold lost to Agency raids, while conspirators may try to capture a relic of power, and pranksters could engage in a widespread mission to recover scraps of data pertaining to their enemies located

Infiltration Infiltration missions are a classic villainous mission. The double agent spreading disinformation through an enemy’s ranks or the saboteur slipping through enemy lines to commit acts of terror are both common missions undertaken by villains. Like agents, villains infiltrate enemy ranks in order to gather information, capture assets, and disrupt operations. But these missions usually serve a dual purpose — to deny an enemy its resources and to simultaneously

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playing a villain campaign across the Internet. In all of these missions, returning the asset intact is of paramount importance, if only because the organization doesn’t have the resources or ability to replicate it in the first place.

Disciplinary Actions in Criminal Organizations Criminal organizations tend to be a bit more judgmental of their operatives than intelligence agencies, mainly because villains who fail have few if any ways to offer excuses and no way to appeal any judgment. Using the 4 isolation rules as a basis, the following equivalent punishments are appropriate in villainous campaigns. All isolation mechanics remain unchanged — this information is merely descriptive (for more information about isolation, see the Faceman/Snoop Class Guide, page 108).

Search and Rescue The search and rescue mission takes on quite a different form from in a villain campaign. Because criminal organizations are rarely affiliated with a government, they have little concern for the lives of those outside their own circles. Thus, search and rescue missions generally crop up here in one of two flavors: manhunts for traitors, escapees, or targets of the organization’s leadership, and rescue missions to save a person of standing within the organization. These missions may take the form of daring jailbreaks, ruthless purges, or all-encompassing military sweeps. Both antiheroes and conspirators frequently engage in search operations. The former uses these missions as a means of catching and eliminating threats (almost a sort of revenge mission), while the latter maintains low-key, ongoing search operations to reconnoiter suspected traitors for future elimination. Antiheroes also engage in rescue missions more than the other two types of villain groups, because of the three, their leaders are the ones most exposed to and involved in the fight with the organization’s enemies. Pranksters rarely choose to join either search or rescue missions unless forced, and then participate only out of loyalty to colleagues who have been captured in the line of duty.

Administrative leave: Villains receiving the lowest level of punishment are typically thrown into a holding cell or put under house arrest while their superiors decide what to do with them. Suspended: ‘Suspended’ villains are often given a choice between personally apologizing to and repaying their debt to the mastermind, or rejecting this option at some heinous cost — often death. Reparation can take many forms, such as self-mutilation (a la the Yakuza ritual of “finger cutting”) or engaging in a dangerous mission without assistance. Failure to repay a debt usually results in the villain being disavowed or burned. Disavowed: A villain found guilty of a disavowable crime suffers a severe punishment — one harsh enough, perhaps, to make him wish he’d died. Such punishments can range from severe demotion (e.g. from henchman to minion), torture, mutilation, or the sacrifice of treasured belongings or even loved ones. Burned: Criminal organizations rarely eject failed agents from their ranks — the risk of the individual turning to the enemy or coming back to haunt them is simply too high. A villain whose failures warrant burning is often summarily executed. It’s the exceptional villain indeed who can salvage his life once this decision is made.

Theft Theft is a central tactic of all villainous organizations, for the same reason as salvage and recovery missions — to capture resources beyond the organization’s reach or capability. Like theft missions undertaken by Agency operatives, criminal thefts must be planned in two stages — first, the villains gather information on the location and nature of the item of interest, and second, they steal it while evading the authorities. Other than conspiracies, criminal organizations rarely make an issue of hiding a theft, for a valuable piece of equipment or information can be used as leverage to intimidate foes or to negotiate for more intangible objectives. In this way, theft affirms a villainous organization’s power and highlights its opponent’s weaknesses — both excellent strides toward the group’s ultimate goals.

entirely without the support of a government or other legitimately sponsor. Further, most have enemies with substantially more impressive resources than their own. Villains are also routinely focused on keeping their actions secret until they can commit to their master stroke. Revealing their hands too early gives the aforementioned superior foes an opportunity to turn the tide, and given the overwhelming evidence that heroes can pull off the impossible, it’s in any villain’s best interest to ensure that they don’t get the chance. These two focuses — survival and secrecy — fundamentally change the way villains prioritize missions, as follows.

Threat Codes Villain organizations have distinctly different priorities than the Agency, and so threat codes are handled a bit differently here than in the standard Spycraft mission. Villains are always preoccupied first and foremost with the issue of their continued survival. Unlike intelligence agencies, most criminal organizations operate

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mastermind N EW BACKGROUNDS

• Code: Yellow: The mission typically doesn’t pertain or contribute to the organization’s central goals. Unlike an Agency Code: Yellow mission, this operation may still be a dangerous affair, such as running distractions for another, more important op, breaking into a secured facility to steal technology, or assassinating a minor annoyance to the organization.

The following backgrounds are presented with villains in mind, but are appropriate for agents of any type.

• Code: Red: The mission is almost always directly related to furthering or defending the organization’s central goals. Most field missions, and nearly all missions involving potential exposure, are assigned this code. Code: Red villainous missions are always a high priority, and characters carrying them out are often assigned 1 squad of appropriate minions or specialists to assist them in their work, per the GC’s discretion (see the Cronies feat, page 125, for how this works mechanically). Sample villainous Code: Red missions include retaking a former stronghold, blackmailing a scientist to help the organization build a weapon of mass destruction, or dispensing a deadly virus into the population of a non-compliant country.

Disavowed Suggested Qualities: Discredited, on the run, suspect. You’ve been cast out of the Agency for insubordination, failure, or treason, and are now considered a “rogue” operative. The Agency may still be hunting you, and your reputation precedes you when trying to find new work.

Obsessed Suggested Qualities: Commitment, distraction, objective. You’re utterly consumed with an object or goal, and will stop at nothing to achieve or obtain it. You might seek to own the world’s gold supply, conquer an old romantic flame, or utterly destroy your enemies.

• Code: Black: The mission is absolutely central to the organization’s continued survival and prosperity. These missions take priority over everything else, as the organization scrambles to save itself or realize its ultimate goals. Villainous characters are expected to drop everything and stop at nothing in achieving such an objective, which might include defending the organization’s headquarters against an all-out Agency assault, launching the final stages of the organization’s master plan, or rescuing the organization’s mastermind from the Agency’s clutches. When a villainous team is assigned to a Code: Black mission, they are usually assigned at least 1 squad of appropriate minions or specialists to assist them in their work, and often more, per the GC’s discretion (see the Cronies feat, page 125, for how this works mechanically).

N EW DEPARTMENTS Criminal organizations draw recruits from all walks of life, collecting gang-bangers, mercenaries, anarchists, activists, and others to work toward their cause. The following departments offer new options for building villains from roads frequently less traveled by agents.

Hired Gun Mercenaries, torpedoes, button men — no matter what you call them, hired guns are ruthless killers who make their living by ending the lives of others. Since World War II, hired guns have found their way into the espionage world as CIA and KGB contract killers and soldiers of fortune, diving into conflicts the world over. Masterminds frequently retain the services of hired guns in their schemes, both for their efficiency on the battlefield and their loyalty to the almighty dollar.

NPC Backgrounds If the GC wishes to add a little detail to his NPCs’ lives, he can assign each NPC up to 5 background points. For each background point assigned to an NPC, the GC gains 1 additional d4 action die. These action dice may only be spent to increase the results and activate the abilities of the NPC possessing the background, and are subject to all of the NPC’s agent options, and those of his teammates and allies, that typically affect his action dice. NPC backgrounds provide openings through which the character may be exploited, however. The power rating of any blackmail or coercion information targeting the NPC is automatically increased by 1 per background point he possesses.

Special Talents • –2 to Intelligence, +2 to any one physical ability (Strength, Dexterity, or Constitution). • +1 department bonus with Intimidate and Move Silently checks. This bonus increases by an additional +1 at 4th level and for every 4 agent levels gained thereafter. • +5 BP to personal budget at 1st level, which may only be spent to requisition weapons and ammunition. This bonus increases by an additional +1 BP every agent level gained thereafter. • Bonus Feat: Contracts.

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playing a villain campaign page 66 and the Faceman/Snoop Class Guide, page 74). Each of these bonuses increases by an additional +1 at 3rd level and for every 3 agent levels gained thereafter.

Programmed Programmed agents have been the subjects of intense psychological manipulation, be it through brainwashing, indoctrination, or psychic influence. This tampering makes them nearly impossible to identify before they’re activated — and high priority Agency targets.

• At 1st level, the agent gains one 3-point background, chosen from the following: black mark, disavowed, hunted, off the reservation, or suspicion. This background is resolved as normal, and does count against the agent’s standard background limit. Further, the agent continues to be targeted by his former employers, and is always considered to have at least 1 point in his chosen background for the purposes of class abilities, skill checks, and investigation, even after he resolves it.

Special Talents • +2 to Dexterity, –2 to Wisdom. • +1 department bonus with Cultures and Hide checks. This bonus increases by an additional +1 at 4th level and for every 4 agent levels gained thereafter.

• Bonus Feat: Private Identity.

• Once per session, the agent may spend 1 action die to be “activated” by his handler. An activated agent receives 1 specific mission from the GC or his handler, as appropriate (e.g. “shoot Senator McCulley at the Monte Vista political rally”, rather than “kill the senator”). While activated, the agent gains a +1 department bonus with all attack rolls, skill checks, and saving throws made to complete the mission, and ignores all morale-based penalties with attack rolls and skill checks. If the agent is unable to complete his mission by the end of the scene in which he’s activated, all benefits are lost and he suffers a –1 penalty with all skill checks and Will saving throws made until the end of the current session. The bonuses granted by this ability increase by an additional +1 at 5th level and for every 5 agent levels gained thereafter.

BETRAYER This is a prestige class. The betrayer excels at hiding information about his background and prior exploits, becoming a shadow upon the espionage landscape. He excels at entering rival organizations to steal their secrets or conduct sabotage. Abilities: A betrayer must appear sincere and loyal at all times, making Charisma his most important ability. Due to his finer understanding of social behavior, the betrayer also needs a reasonable Wisdom score. Vitality: 1d10 + Con modifier per level.

Requirements • Bonus Feat: Mingling Basics. All prerequisites for this feat are waived.

Agent Level: 5+. Charisma: 13+. Bluff: 6+ ranks. Disguise: 6+ ranks. Gather Information: 4+ ranks. Profession (Espionage): 2+ ranks. Sense Motive: 4+ ranks. Feats: Credible, Private Identity. Special: If using the allegiance rules (see the 1960s Decade Book, page 137), the agent must possess an allegiance other than that of the organization for which he works.

Turncoat Whether for money, power, or pursuit of their own ideals, turncoats have turned their backs on the countries and agencies that brought them into the fold. Unfortunately for them, in a community built upon loyalty and trustworthiness, traitorous agents are amongst the most reviled.

Special Talents • +2 to Wisdom, –2 to Charisma.

Class Skills • +1 department bonus to the threat ranges of all Bluff and Surveillance checks made by the agent. This bonus increases by an additional +1 at 5th level and for every 5 agent levels gained thereafter.

The betrayer’s class skills and key abilities are: Class Skill Bluff Bureaucracy Computers Craft Cultures Diplomacy Disguise Driver

• +1 department bonus to the DCs of all Sense Motive checks made to determine the agent’s intentions or allegiance (see the 1960s Decade Book, page 137). Further, the agent’s total Bluff skill bonus is considered to be 1 higher when he’s the subject of an interrogation or interview (see the Fixer/Pointman Class Guide,

115

Key Ability Cha Cha Int Int Wis Cha Cha Dex

mastermind Forgery Gather Information Hobby Innuendo Knowledge Languages Perform Profession Search Sense Motive Spot Surveillance

Int Cha Wis Wis Int Wis Cha Wis Int Wis Wis Wis

At 3rd level, the betrayer’s XP cost to rebuild a secret identity gained from the Private Identity feat is reduced to 1/2 standard (rounded up). At 5th level, each of the betrayer’s teammates gains the benefits of the Superior Documentation feat, so long as they remain in verbal communication with him. At 7th level, each of the betrayer’s teammates gains the benefits of the Private Identity feat, so long as they remain in verbal communication with him. At 9th level, the betrayer gains an additional number of secret identities from his Private Identity feat equal to his Charisma modifier. Two-Faced: The betrayer knows that he will come under scrutiny, and weaves a tapestry of false leads and misinformation about his own past to shield him from close inspection. At 2nd level, the time required to develop a biographical or psychological profile of the betrayer is doubled (see the Fixer/Pointman Class Guide, page 75, for more information about profiles). At 7th level, the DCs of all skill checks made to form a biographical or psychological profile of the betrayer are increased by +10 (often making it impossible to create an exact profile). Further, if using the allegiance rules (see the 1960s Decade Book, page 137), the betrayer may change his allegiance once per serial without penalty. This change lasts until the end of the current serial, at which point the betrayer regains his true allegiance. Disinformation: The betrayer is remarkably adept at providing information that sounds good, but isn’t quite right. At 4th level, the betrayer may increase the DC of any inspiration or favor check made by a special character who considers him to be an ally or better by +5. At 8th level, the betrayer may increase the DC of any inspiration or favor check made by a special character who considers him to be an ally or better by an

Skill Points at Each Additional Level: 6 + Int modifier.

Class Features All of the following are class features of the betrayer. Acquaintances: Levels in this class are added to the agent’s faceman levels when determining the effectiveness of his backup ability. Class Feats: At 1st level, the betrayer gains the following feats. Armor Group Proficiency (Light) Weapon Group Proficiency (Handgun) Weapon Group Proficiency (Melee) Fatal Attraction: The betrayer is a master at ingratiating himself with important people… and using them. At 1st level, when the betrayer successfully improves the disposition of any character, he may make a second check to influence that character, with the character’s modified disposition as his “starting” disposition. This is the betrayer’s core ability. False Front: The betrayer prepares a number of identities in advance, both to work his way into a target organization, and to cover his escape. At 1st level, the betrayer gains the Superior Documentation feat.

Table 4.1: The Betrayer Base Att Bon +0

Fort Save +1

Ref Save +0

Will Save +2

Def Bon +1

Init Bon +0

Budg Pts 2

Gadg Pts 1

2 3 4 5

+1 +2 +3 +3

+2 +2 +2 +3

+0 +1 +1 +1

+3 +3 +4 +4

+1 +2 +2 +3

+1 +1 +2 +2

4 6 8 10

2 3 4 5

6 7

+4 +5

+3 +4

+2 +2

+5 +5

+4 +4

+2 +3

12 14

6 7

8

+6

+4

+2

+6

+5

+3

16

8

9 10

+6 +7

+4 +5

+3 +3

+6 +7

+5 +6

+4 +4

18 20

9 10

Lvl 1

116

Special Acquaintances, false front (Superior Documentation), fatal attraction Two-faced (time) False front (rebuild identity) Disinformation +5, sell-out False front (team documentation) Minor setback False front (team identities), two-faced (DC) Disinformation +10, uncanny foresight False front (extra identities) Silent Betrayal

playing a villain campaign additional +5 (for a total increase of +10). Alternately, he may increase the DC of any inspiration or favor check made by a special character who considers him to be helpful by +5. Sell-Out: The betrayer charges the highest dollar for the secrets he steals. At 4th level, when the betrayer makes a Profession (Espionage) check to generate income, the amount of money he earns is multiplied by the highest scope rating of any organization he is currently infiltrating (see the Faceman/Snoop Class Guide, page 124). Minor Setback: At 6th level, once per day, the double agent may spend 4 hours interfering with the operations of an organization he is currently infiltrating to reduce the level of 1 of that organization’s agendas by 1. This penalty last for 24 hours after the double agent ceases to interfere. Uncanny Foresight: Through disinformation or physical sabotage, the betrayer takes great care to foil his target organizations at every turn. Beginning at 8th level, when one of the betrayer’s opponents scores an error opposing him during an infiltration, the betrayer’s action die cost to activate the error is reduced by 1 (to a minimum of 0). Silent Betrayal: The betrayer can turn even the slightest bit of trust into a deadly weakness. At 10th level, the threat ranges of the betrayer’s attack rolls and Bluff, Bureaucracy, Disguise, Forgery, and Gather Information checks are increased by 2 when targeting any teammate or ally, or any character in verbal communication with the betrayer whose disposition toward him is helpful or better.

Class Skills The hitman’s class skills and key abilities are: Class Skill Bluff Bureaucracy Cultures Craft Demolitions Disguise Driver Escape Artist Forgery Gather Information Hide Intimidate Knowledge Listen Move Silently Open Lock Search Sense Motive Sleight of Hand Surveillance

Key Ability Cha Cha Wis Wis Int Cha Dex Dex Int Cha Dex Str or Cha Int Wis Dex Dex Int Wis Dex Wis

Skill Points at Each Additional Level: 6 + Int modifier.

Class Features All of the following are the class features of the hitman. Starting Feats: At 1st level, the hitman gains the following feats. Armor Proficiency (Light) Weapon Group Proficiency (Handgun) Weapon Group Proficiency (Hurled) Weapon Group Proficiency (Melee) Weapon Group Proficiency (Rifle)

HITMAN

Blood Money: The hitman is a contract killer who measures success in blood spilt. At 1st level, each time the hitman reduces a special NPC’s wounds to –1 or below, he gains twice the normal experience for defeating that opponent. This experience is never shared with the rest of the team. If the hitman is an NPC, each time he reduces a special NPC’s wounds to –1 or below, the GC gains 1 additional action die instead. This is the hitman’s core ability. Killer Instinct: The hitman has a predatory instinct that rarely leads him astray. At 1st level and for each class level gained thereafter, the hitman gains 1 additional skill point, which must be spent to improve his Move Silently skill. Further, the hitman gains the basic virtual skill feat, “On the Hunt,” which grants him a +2 bonus with Disguise, Move Silently, and Surveillance checks, and increases the threat ranges of each of these skills by 1.

This is a prestige class. Masters of subtlety, hitmen are the phantom killers of the world’s shadow communities, specializing in hunting down and eliminating problematic targets — often including agents. Hitmen are highly valued by cruel and paranoid masterminds for their ruthless guile and ability to remove a problem without revealing the organization’s hand. Abilities: A hitman relies upon subtlety and stealth before raw power, so Charisma and Dexterity are his most important abilities. Vitality: 1d10 + Con modifier per level.

Requirements Agent Level: 5+. Disguise: 4+ ranks. Move Silently: 4+ ranks. Sleight of Hand: 4+ ranks. Surveillance: 4+ ranks. Feats: Concealed Weapon, Traceless.

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mastermind possesses the quick change ability from one or more other classes, he may add levels from these other classes in a limited fashion to determine the effectiveness of this ability. The character’s level in one other class granting him the quick change ability is increased by 4. From the Shadows: The hitman is a relentless hunter, and hard to evade once he’s caught a target’s scent. Beginning at 4th level, the hitman gains a bonus with all skill checks made to tail a target equal to his class level. Further, the DCs of the prey’s Spot checks made to notice the hitman is tailing him are increased by the hitman’s class level. For more information about tailing, see the Faceman/Snoop Class Guide, page 83. Chink in the Armor: Hitmen train themselves and their teammates in the best ways to circumvent an opponent’s defenses. Beginning at 6th level, whenever the hitman or one of his teammates makes a melee or ranged attack within 1 range increment, the attack is considered to possess the armor-piercing quality (ignoring the target’s first 3 points of damage reduction). If the weapon, the ammunition, and/or the attack already possess the armor-piercing quality, the attack ignores the target’s first 5 points of damage reduction instead. This ability’s benefit is unaffected by the weapon’s ammunition type. Two Behind the Ear: The hitman knows how to make the most of any combat opportunity. At 8th level, the hitman need no longer spend an action die to activate an extremely deadly situation (see the Spycraft Espionage Handbook, page 179). The GC remains the arbiter of what situations qualify to become extremely deadly situations (see page 119). Silent Kill: The hitman can deal a fatal blow without ever alerting others to the event. At 10th level, all Listen, Spot, and Surveillance checks made to notice the hitman when he attacks an opponent automatically fail unless the result is a threat, even if other class

At 5th level, the hitman gains the Advanced Skill Mastery feat for his On The Hunt feat. At 9th level, the hitman gains the Grand Skill Mastery feat for his On the Hunt feat. Cruelest Cut: When the hitman attacks an opponent, he makes sure they stay down. At 2nd level, when the hitman makes an attack that reduces an opponent’s wounds to –1 or below, that opponent may not make any checks to stabilize (though another character may attempt to use First Aid to stabilize the opponent as standard). Further, the DCs of all First Aid checks made to heal or stabilize the target are increased by 5. At 7th level, when the hitman makes an attack that reduces an opponent’s wounds to –1 or below, that opponent’s wounds are immediately reduced to –8. Wetwork: At 3rd level, the hitman gains the Assassin feat. At 7th level, the hitman gains the Master Assassin feat. In both cases, all prerequisites for these feats are waived. Quick Change: The hitman may change his mannerisms and clothes just enough to appear as someone else. Starting at 4th level, once per session as a half action, the hitman may make a standard Disguise check to alter his appearance (see the Spycraft Espionage Handbook, page 50). The hitman suffers no penalty for not possessing a disguise kit when making this check. The hitman cannot use this ability while he is being observed, unless he is able to momentarily step out of sight (e.g. behind a column). The hitman’s disguise stands up under casual scrutiny, but any careful inspection gains a +5 circumstance bonus with Spot checks made to penetrate the disguise. At 8th level, the hitman may use this ability up to twice per session. This ability is identical to the quick change ability possessed by the faceman. If a benefiting character

Table 4.2: The Hitman Base Att Bon +0

Fort Save +0

Ref Save +1

Will Save +1

Def Bon +1

Init Bon +1

Budg Pts 2

Gadg Pts 0

2 3 4

+1 +2 +3

+0 +1 +1

+2 +2 +2

+2 +2 +2

+1 +2 +2

+2 +3 +3

4 6 8

1 2 3

5 6 7

+3 +4 +5

+1 +2 +2

+3 +3 +4

+3 +3 +4

+3 +4 +4

+4 +5 +6

10 12 14

3 4 5

8

+6

+2

+4

+4

+5

+6

16

6

9 10

+6 +7

+3 +3

+4 +5

+4 +5

+5 +6

+7 +8

18 20

6 7

Lvl 1

118

Special Blood money, killer instinct (basic) Cruelest cut (cannot stabilize) Wetwork (Assassin) From the shadows, quick change 1/session Killer instinct (Advanced) Chink in the armor Cruelest cut (–10 wounds), wetwork (Master Assassin) Quick change 2/session, two behind the ear Killer instinct (Grand) Silent kill

playing a villain campaign Extremely Deadly Situations Revisited

Requirements Agent Level: 5+. Handle Animal: 8+ ranks. Profession (Veterinarian): 2+ ranks. Survival: 4+ ranks. Feats: Animal Partner, Outdoorsman.

The extremely deadly situation (EDS) — described on page 179 of the Spycraft Espionage Handbook — is a frequently misunderstood corner of the Spycraft combat system. Some GCs and players believe that even common situations, such as a gun fired pointblank at a target, should trigger them. The rule of thumb when using extremely deadly situations is that, almost without exception, they take place outside of combat. As soon as either side has rolled initiative, it’s too late to use this combat option. By that point, all targets are aware that something is up and at least partially ready for combat. After initiative is rolled, the coup de grace action covers most, if not all, such circumstances. Thus, sneaking up behind an unaware guard, putting a gun to his head and pulling the trigger would probably count as an extremely dangerous situation, while firing a weapon at an adjacent target — even one who is flat-footed — is not. Further, extremely deadly situations are allowed only at the GC’s discretion. Players may not declare they are initiating an extremely deadly situation (though they may request one). That said, GCs should also remember that crafty agents should be allowed to use EDS both as a reward for creativity and to keep the session moving along at a good clip.

Class Skills The tamer’s class skills and key abilities are: Class Skill Balance Boating Climb Craft Driver First Aid Handle Animal Hide Hobby Intimidate Jump Listen Move Silently Profession Sense Motive Spot Survival Swim Tumble Use Rope

Key Ability Dex Dex Str Int Dex Wis Cha Dex Wis Str or Cha Str Wis Dex Wis Wis Wis Wis Str Dex Dex

Skill Points at Each Additional Level: 6 + Int modifier.

abilities would typically allow for an automatic success or critical (e.g. flawless search). Even with a threat, the skill check must still be a success in order to notice or identify the hitman as the attacker.

Class Features The following are class features of the tamer. Starting Feats: At 1st level, the tamer gains the following feats. Weapon Group Proficiency (Melee) Weapon Group Proficiency (Handgun) Weapon Group Proficiency (Rifle)

TAMER This is a prestige class. Rare assets in the intelligence community, tamers are professionals who specialize in domesticating and training even the most dangerous beasts. They also take the field with their charges, lending talents wholly outside the realm of human ability to even the most dangerous or esoteric operations. Masterminds employ tamers to attend to and train their many fantastic pets. Abilities: Charisma and Wisdom are critical to any competent tamer, the former to help when commanding animals and the latter when anticipating dangerous behavior. A high degree of physical fitness is also required to keep up with most animals, so Strength and Dexterity are also important. Vitality: 1d10 + Con modifier per level.

Doolittle: At 1st level, the tamer may spend action dice to increase the results or activate the critical successes of any animal controlled by any member of his team, so long as the animal is located within the tamer’s line of sight or is in verbal communication with him. When the tamer spends one or more action dice to increase a result generated by his animal partner (see page 124), he rolls two dice for each action die spent, adding the results of both. The tamer’s action die modifiers supersede those of the animal when this ability is used. This is the tamer’s core ability. Naturalist: At 1st level, the tamer gains either 1 terrain ‘training’ feat or 1 advanced skill feat linked to his Outdoorsman feat. The tamer must meet all prerequisites for the feat before choosing it.

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mastermind The tamer gains 1 additional terrain ‘training’ feat or advanced skill feat linked to his Outdoorsman feat at 3rd level and for every 2 class levels gained thereafter, with the same restrictions. Master Trainer: The tamer is an expert on animal behavior and can safely take shortcuts when training animals. At 2nd level, the interval of the tamer’s complex skill checks made to domesticate or train an animal are reduced to 1⁄2 standard (rounded down). At 7th level, the interval of the tamer’s complex skill checks made to teach an animal a trick are reduced to 1⁄2 standard (rounded down). Additionally, the tamer’s error ranges with all skill checks made to domesticate, train, or teach an animal are reduced by 2 (to a minimum of 1). “Get ’Em, Boy!”: The tamer is accustomed to fighting with animal allies. At 4th level, he gains the benefits of the Precise Shot feat when firing at a target who is in melee combat with an animal. At 8th level, the tamer gains the benefits of the Wolf Pack Mastery feat when adjacent to an opponent who is in melee combat with an animal. Pack Alpha: At 4th level, the tamer ignores penalties inflicted by an animal’s primal (PRI) quality, including error range increases (see page 17 for more about animal qualities). Additionally, the tamer gains a +2 competence bonus with all Intimidate checks. Evasion: At 6th level, whenever the tamer successfully makes a Reflex save to reduce blast damage to 1 ⁄2 standard, he instead suffers no damage. If the tamer already possesses this ability, or later gains it from another class, whenever he fails a Reflex save to reduce blast damage, the damage he suffers is reduced to 1 ⁄2 standard (rounded down). Finally, if the tamer

possesses the improved evasion ability, or later gains it from another class, whenever he fails a Reflex save to reduce blast damage, the damage he suffers is reduced to 1⁄4 standard (rounded down). Hunter and Hunted: At 8th level, the tamer gains the benefits of the wheelman’s daredevil class ability when in any foot chase. This benefit extends to the tamer’s animal partner (see page 124), as well as to any mount upon which the tamer rides. Additionally, the tamer’s base speed increases by 5 ft. Man and Beast: The tamer’s relationship with his animal partner is sufficiently developed that they act as one. At 10th level, at the start of the tamer’s initiative count, he may sacrifice 1 half action to allow his animal partner to take 1 half action. Likewise, at the start of the animal partner’s initiative count, the tamer may sacrifice 1 of the animal partner’s half actions to grant himself 1 half action. If the tamer possesses multiple animal partners, he may sacrifice up to 2 half actions to allow up to 2 of his animal partners to take 1 half action each. Likewise, at the start of the animal partner’s initiative count, the tamer may sacrifice up to 1 of each animal partner’s half actions to grant himself 1 half action per animal partner half action sacrificed (to a maximum of 2 half actions gained). The tamer must be located within 10 ft. of his animal partner(s) in order to use this ability. All extra half actions gained in this fashion occur immediately when the sacrifice is made, and may not be delayed in any manner — if an extra half action is not taken immediately when it’s gained, it is lost.

Table 4.3: The Tamer Base Att Bon +0 +1

Fort Save +2 +3

Ref Save +2 +3

Will Save +1 +2

Def Bon +1 +1

Init Bon +1 +1

Budg Pts 1 2

Gadg Pts 0 1

3 4

+2 +3

+3 +4

+3 +4

+2 +2

+2 +2

+2 +2

3 4

1 2

5 6 7

+3 +4 +5

+4 +5 +5

+4 +5 +5

+3 +3 +4

+3 +4 +4

+3 +4 +4

5 6 7

2 3 3

8

+6

+6

+6

+4

+5

+4

8

4

9 10

+6 +7

+6 +7

+6 +7

+4 +5

+5 +6

+5 +6

9 10

4 5

Lvl 1 2

120

Special Naturalist, doolittle Master trainer (domesticate/train) Naturalist “Get ’em, boy!” (Precise Shot), evasion Naturalist Pack alpha Master trainer (teach), naturalist Get ’em, boy! (Wolf Pack Mastery), hunter and hunted Naturalist Man and beast

playing a villain campaign NEW SKILL USES

Check: As per the standard Profession skill check (see the Spycraft Espionage Handbook, page 61), you may use this skill to earn money as a veterinarian. This skill may also be used as a Knowledge skill concerning matters directly related to veterinary medicine and animal physiology. Finally, you may use Profession (Veterinarian) in place of First Aid skill when attempting to stabilize, diagnose, or treat an animal. All rules for the First Aid skill apply under these circumstances. Special: If you possess 5 or more ranks in Profession (Veterinarian), you gain a +2 synergy bonus with Handle Animal checks made to domesticate wild animals (but not with Handle Animal checks made to train a domesticated animal, or teach a trained animal a trick).

The following skill uses support the animal rules in Chapter 2 and the tamer prestige class in this chapter. They are appropriate for any character, villain or no.

Handle Animal (Cha; Trained Only) You can domesticate a wild animal, then train it to perform a variety of tasks, and to earn money by doing so. Check (Varies): You may domesticate a wild animal as a complex Handle Animal skill check. This check’s DC is equal to 5 × the sum of the animal’s Wisdom and challenge rating (CR), and its interval is 4 weeks (for a mature adult specimen), or 2 weeks (for an adolescent specimen). With success, the animal is domesticated, gaining the domesticated (DOM) quality (see page 17). Further, when domesticating an animal as a job, success also earns you $100 × this check’s DC. Critical Failure: Thanks to your gross mistreatment, the animal becomes hostile to all humans and may never be domesticated.

N EW B ASIC COMBAT FEATS The following feats are considered part of the basic combat feat tree (see the Spycraft Espionage Handbook, pages 68–71).

“Completely Outnumbered!”

Check (Varies): You may train a domesticated animal as a complex Handle Animal skill check. This check’s DC is equal to 10 × the sum of the animal’s Wisdom and challenge rating (CR), and its interval is 4 weeks. With success, the animal is trained, gaining the trained (TND) quality (see page 18). Further, when training an animal as a job, success also earns you $75 × this check’s DC. Critical Failure: The animal learns a number of bad habits from you, not the least of which is disobedience. It may never be trained.

When you show up in force, you show up in force! Benefit: When your team — including all teammates and allies — outnumbers its opponents by at least 2-to-1, you and each of your teammates, but not your allies, gain a +2 morale bonus to all damage rolls for attacks made within 1 range increment. Further, if an opponent gains a bonus to initiative during combat (including his class bonus), it is reduced to 1 ⁄2 standard (rounded down, minimum 0). These benefits are lost when the triggering numerical advantage is lost. No character may be targeted by more than 1 “Completely Outnumbered!” feat ability per round.

Check (varies): You may teach a trained animal 1 trick as a complex Handle Animal skill check. This check’s DC is equal to 50, +10 per trick the animal already knows, and its interval is a number of days equal to 30 – the animal’s Intelligence score (minimum 1 day). With success, the animal learns the desired trick (see page 18). Further, when teaching an animal a trick as a job, success also earns you $100 × this check’s DC. Critical Failure: Your poor handling traumatizes the animal, which may never learn the desired trick.

Contempt You have no time for lesser foes. Prerequisite: Agent level 6+. Benefit: As a free action, you may make a single attack against an opponent whose total agent level is at least 4 lower than yours. Your full base attack bonus is applied to this attack. If you score a threat, you need not spend an action die to activate it. This feat ability may only be used once per session, plus one additional time per session for every 4 agent levels you possess. This feat may never be used more than once during any single round.

Profession (Veterinarian) (Wis; Trained Only) You can provide medical care for most domestic animals and their wild cousins.

121

mastermind equal to your Strength modifier. This is a ‘named mastery’ unarmed combat ability (see the Spycraft Espionage Handbook, page 78, for more about named combat abilities).

“Cover Me!” It’s good to have friends who’ve got your back. Prerequisite: Base attack bonus +1 or higher. Benefit: When your team — including all teammates and allies — outnumbers its opponents by at least 2-to1, you may, once per round as a free action, take a cover fire action to support one of your teammates or allies. These benefits are lost when the triggering numerical advantage is lost. No character may be targeted by more than 1 “Cover Me!” feat ability per round.

Human Wave You’ve elevated swarm tactics to an art form. Prerequisite: “Completely Outnumbered!” Benefit: When your team — including all teammates and allies — outnumbers its opponents by at least 2-to-1, you and each of your teammates, but not your allies, benefit from one-quarter cover. When your team — including all teammates and allies — outnumbers its opponents by at least 3-to-1, you and each of your teammates, but not your allies, benefit from one-half cover. This cover benefit does not stack with cover benefits gained from other sources. These benefits are lost when the triggering numerical advantage is lost. No character may be targeted by more than 1 Human Wave feat ability per round.

“Dog Pile!” You crush your opponents under the sheer weight of bodies. Prerequisites: “Completely Outnumbered!” Benefit: At the end of any round during which you’re grappling an opponent and 1 or more of your teammates or allies is located adjacent to your target, your opponent suffers an additional 1d4 subdual damage per adjacent teammate or ally of yours. Further, when your team — including all teammates and allies — outnumbers its opponents by at least 2-to-1, you and each of your teammates, but not your allies, gain a +4 morale bonus with all checks made as part of a grapple action targeting a flanked opponent. These benefits are lost when the triggering numerical advantage is lost. No character may be targeted by more than 1 “Dog Pile!” feat ability per round.

“It’s a Trap!” There’s no better way to start a fight than with a nasty surprise. Prerequisites: Hide skill 4+ ranks. Benefit: When your team — including all teammates and allies — outnumbers its opponents by at least 2-to-1, the benefits of any successful ambush made by you or any of your teammates, but not your allies, lasts for the surprise round and for the first 3 normal rounds. These benefits are lost when the triggering numerical advantage is lost. No character may be targeted by more than 1 “It’s a Trap!” feat ability per round. Normal: The benefits of any successful ambush last only for the duration of the surprise round (see the Fixer/Pointman Class Guide, pages 60-61).

“Give It Up!” Once you got them surrounded, its not so hard to reason with them… Prerequisite: Intimidate skill 4+ ranks, “We Have You Surrounded!” Benefit: When your team — including all teammates and allies — outnumbers its opponents by at least 2-to-1, you may, once per round as a free action, make an Intimidate check or take a threaten action against a number of opponents equal to your Charisma modifier (minimum 1). These benefits are lost when the triggering numerical advantage is lost. No character may be targeted by more than 1 “Give It Up!” feat ability per round.

“Lure Them In!” Once you have your opponents off balance, you tend to keep them that way. Prerequisite: Bluff skill 4+ ranks, “It’s a Trap!” Benefit: When your team — including all teammates and allies — outnumbers its opponents by at least 2-to-1, you may, once per round as a free action, take a feint or taunt action against 1 opponent. These benefits are lost when the triggering numerical advantage is lost. No character may be targeted by more than 1 “Lure Them In!” feat ability per round.

Knockout Blow You dispatch minions with jaw-shattering blows. Prerequisites: Strength 13+, Contempt, Martial Arts. Benefit: Once per round, when you successfully make an unarmed attack against a standard NPC possessing an agent level at least 4 levels lower than yours and inflict at least 1 point of damage (after damage reduction, class abilities, and other agent options are applied), your target must make a Fortitude save (DC equal to the damage inflicted). With failure, the NPC is knocked unconscious for a number of rounds

Massive Crossfire Once your foes are in the killing zone, you make short work of them. Prerequisite: Base attack bonus +3 or higher, “Cover Me!”

122

playing a villain campaign Benefit: When your team — including all teammates and allies — outnumbers its opponents by at least 2-to-1, you may, once per round as a free action, make a burst attack against 1 opponent. These benefits are lost when the triggering numerical advantage is lost. No character may be targeted by more than 1 Massive Crossfire feat ability per round.

Tactical Advantage You are a veteran of far too many one-sided engagements… Prerequisites: Tactics class ability. Benefit: You may expend 1 use of your tactics ability to allow you and each of your teammates, but not your allies, to count as 2 characters each when determining who possesses a numerical advantage over their opponents.

“No Man Left Behind!” You always watch out for your own. Prerequisites: First Aid skill 4+ ranks, “Cover Me!” Benefit: When your team — including all teammates and allies — outnumbers its opponents by at least 2-to-1, you may, once per round as a free action, make a First Aid check targeting 1 of your teammates or allies. Further, when your team — including all teammates and allies — outnumbers its opponents by at least 2-to-1 when you withdraw from combat, each of your injured and dead teammates and allies is automatically brought with you. These benefits are lost when the triggering numerical advantage is lost. No character may be targeted by more than 1 “No Man Left Behind!” feat ability per round.

“We Have You Surrounded!” You can use superior numbers to surround and contain your foes. Prerequisites: Base attack bonus +1 or higher. Benefit: When your team — including all teammates and allies — outnumbers its opponents by at least 2-to-1, each opponent attacked from within 1 range increment by you or any teammate, but not any ally, is considered to be flanked. These benefits are lost when the triggering numerical advantage is lost. No character may be targeted by more than 1 “We Have You Surrounded!” feat ability per round.

“No Way Out!”

Wolfpack Basics

Nobody’s leaving yet — the party is just getting started… Prerequisite: “It’s a Trap!” Benefit: When your team — including all teammates and allies — outnumbers its opponents by at least 2-to-1, the speed of each of your opponents is reduced to 1⁄2 standard (rounded down to the nearest 5-ft. increment, min. 5 ft.). These benefits are lost when the triggering numerical advantage is lost. No character may be targeted by more than 1 “No Way Out!” feat ability per round.

You are highly skilled at taking advantage of the openings provided by a well-placed teammate. Prerequisite: Agent level 3+. Benefit: You gain a +4 circumstance bonus with attacks made against an opponent you’re flanking. Normal: An agent typically gains a +2 circumstance bonus with attacks made against an opponent he’s flanking.

Wolfpack Mastery You are an expert at close combat teamwork. Prerequisite: Agent level 9+, Wolf Pack Basics. Benefit: Opponents adjacent to you are considered flanked so long as you and one other teammate are adjacent to that opponent in any configuration. Further, you gain a +1d6 sneak attack bonus to damage whenever you successfully attack an opponent you’re flanking. This bonus is subject to the same restrictions as the fixer’s sneak attack bonus (see the Spycraft Espionage Handbook, page 24), and stacks with all other sneak attack bonuses. Normal: An agent must be exactly opposite another agent — i.e. the agents must be ‘sandwiching’ the target — in order to gain a flanking bonus against him.

“Pin Them Down!” Surrounded is merely the first step in your cunning plan of destruction. Prerequisite: Base attack bonus +3 or higher, “We Have You Surrounded!” Benefit: When your team — including all teammates and allies — outnumbers its opponents by at least 2-to-1, you may, once per round as a free action, take a suppressive fire action to support one of your teammates or allies. These benefits are lost when the triggering numerical advantage is lost. No character may be targeted by more than 1 “Pin Them Down!” feat ability per round.

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mastermind If the animal is Medium-size or bigger, both you and the animal gain the benefits of the Wolf Pack Basics feat with respect to each other’s flanking positions only (i.e. you only benefit from the feat if the two of you are flanking an opponent opposite one another). If the animal is Small-size or smaller, its size bonus to Defense is doubled. Like any animal, your animal partner gains and may use no action dice, but you may spend your action dice to increase its results, activate its threats as critical successes, and activate any abilities it possesses that are triggered by action dice. Likewise, your animal partner gains and may use no budget, but you may spend your personal or mission budget points to requisition items for it (see page 21). You are assumed to possess all documents necessary for you to legally own the animal, regardless of local laws or any endangered status it may possess. The animal always recognizes you as its primary trainer. It never intentionally attacks you, even if you critically fail a Handle Animal check targeting it. Special: You may take this feat a number of times equal to your Charisma modifier + 1 (minimum 1), each time applying it to a new animal. The feat’s Handle Animal prerequisite increases by an additional 2 for each successive time you take it (e.g. you must possess 8+ ranks in Handle Animal to take the feat a second time, 10+ ranks in Handle Animal to take the feat a third time, and so on). The benefits of this feat may not be applied to the same animal multiple times. If your animal partner is killed, you may apply the benefits of this feat to a new animal, following the standard rules for replacing a deceased animal that was part of your personal budget (see page 21).

Wolfpack Supremacy Your close combat teamwork ability is unmatched. Prerequisite: Agent level 15+, Wolf Pack Mastery. Benefit: The threat ranges of all your attacks made against an opponent you’re flanking are increased by 2. Further, you gain an additional +1d6 sneak attack bonus to damage whenever you successfully attack an opponent you’re flanking (for a total sneak attack bonus of +2d6 from Wolfpack feats). This bonus is subject to the same restrictions as the fixer’s sneak attack bonus (see the Spycraft Espionage Handbook, page 24), and stacks with all other sneak attack bonuses — including the sneak attack bonus granted by Wolfpack Mastery.

N EW U NARMED COMBAT FEATS The following feats are considered part of the unarmed combat feat tree (see the Spycraft Espionage Handbook, pages 78–81).

Savage Attack Your natural weapons enable you to carve a bloody trail of destruction through your opponents. Prerequisite: At least 1 natural weapon. Benefit: When you are located in a square adjacent to 1 or more opponents at the start of your initiatve count, you may take a full action to make 1 attack with each of your natural weapons, targeting any number of adjacent opponents with them (up to the number of natural weapons you possess). Each attack suffers a penalty equal to the number of opponents you target +1.

Contracts

NEW GEAR FEATS

You’re a killer-for-hire with contracts on the side. Benefit: During the Gearing Up phase of any mission, you may spend and roll any number of action dice, adding the sum result to your roll for field expenses for the current mission. For each action die spent and rolled in this fashion, you must kill 1 special character during the current mission (i.e. reduce the special character to –10 wounds or less each). If you fail to kill the necessary number of special characters during the current mission, you may roll no dice for determining field expenses during the following mission.

The following feats are considered part of the gear feat tree (see the Spycraft Espionage Handbook, pages 86–87).

Animal Partner You possess an indispensable pet, mount, or other animal companion that accompanies you on missions. Prerequisites: Agent level 3+, Handle Animal skill 6+ ranks, personal budget must include at least 1 animal. Benefit: Choose 1 animal that is part of your personal budget. The chosen animal’s BP cost is not increased by the domesticated and trained qualities (see pages 17–18). Further, the chosen animal gains the clever (CLV) quality if it does not already possess it. It also gains a number of bonus vitality points equal to your agent level × its Constitution modifier, if positive (the animal gains a minimum number of bonus vitality points equal to your agent level).

Pet Project You take a special interest in an aspect of your organization, personally overseeing its operations. Prerequisites: Special character belonging to a threat organization only, Intelligence 13+. Benefit: Choose 1 threat resource controlled by your organization. When determining any benefit provided

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playing a villain campaign your choice from the basic combat tree, and skill bonuses in three class skills of your choice with total skill bonuses equal to their agent level. The cronies are armed with any weapons and gear of your choice with a maximum BP cost equal to 1⁄3 your current mission budget. The cronies have a disposition of ally toward you, and assist you with 1 task designated when you make the favor check to summon them. They leave at the end of the current scene, even if the task has yet to be accomplished. They also leave if more than 1⁄2 of them are slain or incarcerated (rounded down), again, even if the task has yet to be accomplished.

by this resource, its hierarchy rating is considered to be a number of points higher equal to your Intelligence modifier. If the chosen threat resource is ever destroyed, you may spend 3 action dice at the beginning of any subsequent session to designate a different threat resource as your new pet project.

Safe House Menagerie Your safe houses have extra security… and it’s hungry. Prerequisites: Safe House, Handle Animal skill 8+ ranks. Benefit: Each of your safe houses features any number of animals with a total cost of up to 12 BP. You may also permanently allocate any number of BP from your personal budget to boost this total cost, up to a number no higher than double your agent level. All of your safe houses’ menagerie animals possess the trained (TND) quality and know the guard, speak, and subdue tricks (see page 18). If any of your menagerie animals are ever removed from a safe house, they become highly agitated, suffering a –4 penalty with all attack rolls and skill checks until they are returned. Additionally, the error ranges of all Handle Animal checks targeting them are increased by 4 until their return.

Industrial Sabotage You’ve turned your network of moles into a vicious web of provocateurs who actively sabotage enemy operations. Prerequisites: Agent level 12+, Handler. Benefit: You may activate errors scored by members of any organization in which you possess at least 1 mole, even if you aren’t present. Choose the number of action dice you wish to spend to activate the error. The action dice spent to activate the target error are not deducted from your action die pool, but rather are deducted from the number of action dice you’ve invested in moles in the target organization. You may not spend more action dice to activate the target error than you’ve invested in moles in the target organization. This does not eliminate your mole(s) within the organization unless it reduces the number of action dice invested in moles in the target organization to 0.

Secret Hideout You’ve turned one of your threat resources into your personal HQ, and furnished it accordingly. Prerequisites: Pet Project. Benefit: When you’re located at an action site containing the threat resource designated as your Pet Project (see the previous page), you gain the benefits of the Safe House feat. Further, the action site’s personnel, secrecy, and security ratings are increased by a number equal to your Intelligence modifier.

Example: Donovan possesses the Handler feat, and has invested 3 action dice in moles inside the Board, a criminal organization he’s investigating. A minion working inside the organization scores an error when making a Demolitions check while working on a weapon of mass destruction, and Donovan decides to activate the error. Donovan chooses to activate the error with 2 action dice in the hopes of setting the organization back. Donovan is now considered to have invested only 1 action die in moles inside the Board.

NEW STYLE FEATS The following feats are considered part of the style feat tree (see the Spycraft Espionage Handbook, pages 91–94).

Political Clout You’re known in political circles, and can exert some influence in governments around the world. Prerequisites: Agent level 9+, Bureaucracy skill 8+ ranks, Political Favors. Benefit: Your bonus to influence the dispositions of politicians and gain government intervention from your Political Favors feat is increased by an additional +2 (to a total bonus of +3). Further, you may use your Political Favors feat ability to shrug off criminal charges for capital crimes, and may gain legitimate access to both secure and secret government facilities. You may use either of these abilities up to twice per serial.

Cronies You have access to a squad of loyal minions. Prerequisites: Special characters only (agents with GC permission only), agent level 6+. Benefit: Once per session, you may choose one standard minion type (see page 14) and make an assistance favor check (DC 15). With success, 2d6 minions of the chosen type arrive within 1 hour. These minions are considered standard NPCs and their agent level is equal to 1⁄3 your agent level (rounded up). Their vitality dice are d6s and they possess ability scores of 10, 1 feat of

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mastermind Political Immunity

Guerrilla Warfare Training

Your political influence is extensive, placing you above all but the Agency’s law. Prerequisites: Agent level 15+, Bureaucracy skill 12+ ranks, Political Clout. Benefit: Your bonus to influence the dispositions of politicians and gain government intervention from your Political Favors feat is increased by an additional +3 (to a total bonus of +6). Further, you are now immune to all criminal charges brought against you by organizations outside the Agency, including capital crimes. Finally, if you’re the subject of an investigation or manhunt from inside the Conspiracy, you may make an intervention favor check (DC 25) to have the investigation called off.

Devised as a mutual exchange between military opposition groups around the world, the guerrilla warfare program has since become standard-issue for rebels and terrorists around the world, preparing them for the nuances of fighting in adverse conditions and terrain. Qualifications: Intelligence 13+, Hide skill 4+ ranks, Survival skill 4+ ranks. GP Cost: 4. Training Time: 7 days. The agent begins in a terrain of his choice, where he joins up with a squad of guerrilla fighters actively engaged in combat. He shadows and assists them over the course of the training period, during which he’s trained extensively to read the land, create tactical advantage, and learn effective methods for prepping an assault or ambush. Final Exam: Within the chosen terrain, the agent must successfully track and “kill” a unit composed of 5 enemy combatants within 2 hours, without being “killed” himself. To score a kill, the agent must successfully attack his target with a melee or ranged attack while the target is flat-footed. The agent is armed with a paintball gun (identical in all ways to a 9mmP Beretta M92 service pistol, save that it inflicts only 1 point of subdual damage with each successful hit). The agent is deployed 1⁄4 mile behind the target unit at the beginning of the exercise. He must first determine the targets’ direction by making a successful 10-minute Survival check (DC 15), then move overland as quickly as possible to catch up with them by succeeding with 2 additional 10-minute Survival checks (DC 15). The agent’s opponents are 3rd-level strong minions armed with identical paintball guns, ability scores of 12, and total Spot and Listen skill bonuses of +5. They travel approximately 200 ft. apart at all times. Each time the agent fires his paintball gun, the GC makes a Listen check (DC 15) to see if the closest squad member(s) notices the noise and come to help. The exercise is completed once the agent has “killed” all 5 targets (i.e. successfully attacked each target without being noticed). If the agent is successfully attacked during this exercise, he is “killed” and must retry the final exam the following day. Benefits: While located in the chosen terrain type, the agent gains the benefits of the Daring Ambush feat. Additionally, the agent inflicts +1d6 sneak attack damage when fighting in this terrain, suffering all the restrictions described in the fixer’s sneak attack class ability. Recertification Time: 12 hours. An agent may only recertify in terrain types in which he’s previously completed this training program.

Right Hand Man You are a favorite among your Agency or organization’s followers. Prerequisites: Agent level 3+. Benefit: During the Gearing Up phase, you may reduce the number of GP you receive by up to 1⁄2 your agent level (rounded up). For each GP sacrificed in this way, you gain a +1 bonus with all favor checks made through the home office during the current serial. This bonus does not apply to favor checks made outside of normal channels.

Spy Hunter You’re an expert at sniffing out traitors in your midst. Prerequisites: Wisdom 13+, Sense Motive skill 8+ ranks, Mark. Benefit: As a free action, you may make a Sense Motive check (DC 20 + the target’s ranks in the Bluff skill + the power rating of any cover identity the target is currently using). With success, you discover whether the target’s allegiance is different from your own (though you do not discover the target’s actual allegiance). This ability may target an individual only once per session.

N EW T RAINING PROGRAMS The following training programs are in common use within criminal organization across the globe, though standard Spycraft agents of any type may also chose them. For rules concerning training programs, see The Agency, page 13.

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playing a villain campaign Playing the Great Game

Tactical Disruption Program

Villains are defined by their unique take on the rules of the world, and this also applies to the way they approach the business of espionage. Each organization has a unique take on the 4 major tenants of espionage, as described on page 6 of the Spycraft Espionage Handbook:

A favorite of aspiring provocateurs, the tactical disruption program instructs field operatives in new ways to wage psychological warfare with their enemies using blackmail, harassment, and coercion. Qualifications: None. GP Cost: 3. Training Time: 7 days. The agent spends the first 2 days studying under the tutelage of veteran provocateurs, learning specific observational techniques, and psychological deception methods. The rest of the time, the agent put his skills to use in the field, learning by experience. Final Exam: The final exam consists of two separate tests — blackmail and diversion — each using the harassment rules found on page 63 of the Fixer/ Pointman Class Guide. Blackmail: In the first exercise, the agent has 5 days to force a target to hand over private information against his will. The agent must successfully “force a target’s hand,” as described on page 66 of the Fixer/Pointman Class Guide. The agent may use any of the following skills as part of this harassment attempt: Computers, Gather Information, Innuendo, Intimidate, or Surveillance. The target has an agent level of 1d4+2 and a Will save bonus equal to 1⁄2 his agent level (rounded up), rounded up, when determining the results of harassment. Diversion: In the second exercise, the agent must successfully draw the attention of a parking lot security guard while his colleagues steal 3 cars. The agent has 1 hour to either harass the sentry or prevent him from witnessing the thefts. The security guard has an agent level of 2, a total Will save bonus of 2, and a total Spot skill bonus of +3. The DC of each Spot check made to notice each theft is 15. The clock starts at the beginning of the first 10-minute interval. The thieves attempt to steal the first car after 10 minutes (i.e. at the end of the 1st interval), the second car after 30 minutes (i.e. at the end of the 3rd interval), and the third car after 50 minutes (end of the 5th interval). Benefits: The agent gains the benefits of the Police Training feat for the duration of the current serial. Further, at the end of each interval of a harassment attempt during which the agent makes a harassment check, the running harassment check total is only reduced by an amount equal to 1⁄2 the target’s Will save bonus, rounded up (rather than equal to his Will save, as standard). Recertification Time: 4 hours.

Defeat is a manner of degrees: Failure is never taken lightly in the intelligence community, but criminal organizations tend to vary to one extreme or the other here. Antiheroes are often utterly consumed with their goals, their entire purpose defined by how much power they can grab, or how severely they can drive back their opponents, and thus failure is received poorly. Conspirators, on the other hand, often judge success by how little things change, for their power derives from the status quo — anything more is considered a bonus. Pranksters sit somewhere in the middle: while they are concerned with shortterm goals, they also realize that failure is sometimes necessary to draw their enemies in and prompt them to make mistakes or reveal weaknesses. Subtlety is your greatest weapon: Most villainous organizations toss this tenant out the window, as they live and die by their reputations. This is especially true with pranksters, whose work is intimately tied to exposure and making the Agency or their other opponents look foolish. Likewise, antiheroes pride themselves on doling out damage to their enemies, so subtlety is rarely the point. Conspirators lean the other way — their slow, deliberate moves rely on subtlety, and little events, such as the corruption of a key official, the elimination of a troublesome investigator, or denying an enemy a key objective, are all considered major successes. Business is business: The rule that ‘you shouldn’t take it personally’ rarely applies in a villainous campaign. Conspirators tend to be the most prone to avenging themselves, if only because disruptions of their agendas can set them back years. Pranksters are sometimes driven by a similar impulse, striking back indirectly or at weak spots in their enemy’s infrastructure. But oddly enough, antiheroes are generally the strictest adherents to this code — though they like bringing the fight to their foes, they also expect their enemies to strike back in turn. Never reveal your opponent to anyone outside the Game: The final and most cherished tenant of the espionage code is absolutely ignored by most prankster organizations, whose entire purpose is to lay bare their enemy’s secrets and plans, throwing him into chaos. Conspirators occasionally make use of exposure as a smoke screen to divert attention away from them, and antiheroes usually don’t bother with exposure at all, unless doing so gains them a competitive edge over their enemies.

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mastermind Ltd.; Authors Andy Collins, Bill Slavicsek, JD Wiker. Spycraft Espionage Handbook Copyright 2002, Alderac Entertainment Group, Inc.; Authors Patrick Kapera and Kevin Wilson; Spycraft 1960s Decade Book, Copyright 2003, Alderac Entertainment Group, Inc.; Spycraft Agency, Copyright 2004, Alderac Entertainment Group, Inc.; Spycraft Faceman/Snoop Class Guide, Copyright 2003, Alderac Entertainment Group, Inc.; Spycraft Fixer/Pointman Class Guide, Copyright 2003, Alderac Entertainment Group, Inc.; Spycraft Gentlemen’s Agreement Season Book, Copyright 2002, Alderac Entertainment Group, Inc.; Spycraft Modern Arms Guide Copyright 2002, Alderac Entertainment Group, Inc.; Spycraft Most Wanted, Copyright 2003, Paradigm Concepts, Inc.; Spycraft Soldier/Wheelman Class Guide, Copyright 2002, Alderac Entertainment Group, Inc.; Stargate SG-1 Rulebook, Copyright 2003, Alderac Entertainment Group, Inc.; Shadowforce Archer Worldbook, Copyright 2002, Alderac Entertainment Group, Inc.; Authors Patrick Kapera and Kevin Wilson; Shadowforce Archer African Alliance Chamber Book, Copyright 2003, Alderac Entertainment Group, Inc.; Shadowforce Archer Archer Foundation Chamber Book, Copyright 2002, Alderac Entertainment Group, Inc.; Shadowforce Archer European Commonwealth Chamber Book, Copyright 2003, Alderac Entertainment Group, Inc.; Shadowforce Archer Hand of Glory Threat Book, Copyright 2002, Alderac Entertainment Group, Inc.; Shadowforce Archer PanAsian Collective Chamber Book, Copyright 2003, Alderac Entertainment Group, Inc.; Shadowforce Archer Shop Threat Book, Copyright 2003, Alderac Entertainment Group, Inc.

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